#📱┃mobile
1 messages · Page 47 of 1
I need help.
I can't put ads in my apps because of my errors. I searched the internet for each and every one of the errors that appear and no solution works.
I have several applications and I can not publish them.
when I put the GoogleMobileAds-v7.0.0.unitypackage I can no longer compile applications and these errors occur
Anyone knows where is the docs for unity tiny 0.32? All I could find was for 0.16.
I've got a simple project, consisting of only UI. runs fine in the emulation on unity. runs horrible on mobile.
anyone know how to debug properly? the profiler isn't really helping me much
Seems like the profiler is pretty much useless.
hi!
I'm creating a game that doesnt use gpgs.
does a player need to be authenticated to gpgs first before he can buy something from IAP?
for ios the user doesn't need to be authenticated for scriptless IAP button. not sure about google
question - anyone have any luck with GameCenterPlatform.ShowDefaultAchievementCompletionBanner(true);? I just can't get it to work.
I have question about admob, maybe someone here knows. I set the ads rating G, but is there a way to choose which ads to show exactly, like to show game ads only? Or do I have to use mediation for that?
indeed
basically I have a copy of the app on unity 2020, and after re-creating it on 2021 it lags like hell
hello, im having some lag issues as well, can i put this on any script?
yeah
I'm not quite sure if it's a set and forget type
or something that you have to set every time a new scene is loaded
ok thanks
is there any issue with
OnUnityAdsShowComplete
, its crashing my game
everything works fine except this specific function
even this was working fine
but idk what happened suddenly it stoped working
its been 3 days but didn't found any solutions
{
Advertisement.Load("Rewarded_Android");
Advertisement.Show("Rewarded_Android", this);
}```
my function to load and run rewarded video
{
if (adUnitId.Equals("Rewarded_Android") && showCompletionState.Equals(UnityAdsShowCompletionState.COMPLETED))
{
Debug.Log("Unity Ads Rewarded Ad Completed");
// Grant a reward.
if(gameManager != null && deathManager != null)
{
deathManager.AdShowen = true;
deathManager.NoDeath();
}
/*deathmenu.SetActive(false);
Waitmenu.SetActive(true);*/
}
}```
and the event listener
don't mind spelling in code tho
I have been trying for a lot of time so I have lost the sense to name correctly
here, when ad is completed then I am turning ad is shown(adshowen) bool to true which is not let player again play ad, and just after that I am running void NoDeath() which turns player's health again to 100 and starts a timer of 5 secs
Advertisement.Show("Rewarded_Android", this);
Are you sure with this? afaik, the second argument should be ads options
Also, have you add ads listener to the script? like
Advertisement.AddListener (this);
no not like that
as its a very basic ad system
I have used https://docs.unity.com/ads/UnityDeveloperIntegrations.html codes from here
and I don;t think so there is a option to add listeners as its not right and there isn't any intellisense too
btw everything works in editor but crashes when I export the game
I see, been a while since I implemented unity ads, the last one I know is 3.x
which ads version you have/installed?
4.1.0
and if I try to use the code (complete copy and paste) its works in editor (shows test ads) but in exported games it doesn't show anything
Hello I'm trying to build my project on ios, almost everything is ok but cant install pods libraries because of this error
could not find much by googling, at list with my knowledge
cant even find that pod in my pod files
its probably from Appodeal
thanks, pretty good change that you are right, but i cant remove that library, is there anything else i can do?
try a different version
anybody had this issue with Xcode 13.2
Hello, can anyone help me to solve this problem
in AndroidManifest, i already add android:exported = true;
but still get this when i want upload the .aab file
2 VERSION 2 CODE MESSAGES
To Warning
There is no deobfuscation file associated with this App Bundle. If you are using obfuscated code (R8/ProGuard), you can upload a deobfuscation file to make it easier to analyze and debug crashes and ANR errors. Using R8/ProGuard can help reduce the size of the application. More information
To Warning
This App Bundle contains native code, but you have not uploaded debugging symbols. We recommend that you upload a symbol file to facilitate analysis and debugging of ANR errors and crashes. More information
I have these 2 warnings for my app. It's uploaded to the Google Play Store. Can someone help me to understand them? I don't even know what obfuscation, R8, ProGyard, ANR errors or native code is.
Is it actually important?
Both are not really that important
Could you please do a fast translation to human language?
If your game crashes or has issues, you won’t be able to get proper error messages in Google Play Console.
Makes sense. I might look into it. Although my game is very simple and shouldn't ever crash. But unity taught me that when you think something is perfect it actually has 388383 bugs hidden.
Thanks you my friend
tru man
I get that many bugs bcz of ;
Hi, I have some problems with making objective-C plugin for sharing data via specific apps on IOS.
Here's my plugin:
#import <Foundation/Foundation.h>
@interface SampleClass:NSObject
+ (BOOL)isInstalledX: (NSString*) app;
+ (void)sendX: (NSString*) target;
@end
@implementation SampleClass
+ (BOOL)isInstalledX: (NSString*) app {
return [[UIApplication sharedApplication] canOpenURL:[NSURL URLWithString: app]];
}
+ (void)sendX: (NSString*) target{
if ([[UIApplication sharedApplication] canOpenURL: [NSURL URLWithString:target]])
{
[[UIApplication sharedApplication] openURL: [NSURL URLWithString:target]];
}
}
@end
NSString* convertString(const char* string)
{
return [NSString stringWithUTF8String: string];
}
extern "C"
{
bool isInstalled(const char* text){
return [SampleClass isInstalledX: convertString(text)];
}
void send(const char* url){
[SampleClass sendX: convertString(url)];
}
}
Every time i'm trying to build it returns IL2CPP Threadpool worker(54): EXC_BAD_ACCESS (code=1, address=0x10) on line return [NSString stringWithUTF8String: string];.
But when I remove send function the converion in isInstalled function is working.
C# code:
[DllImport ("__Internal")]
private static extern bool isInstalled(string text);
[DllImport ("__Internal")]
private static extern void send(string text);
...
if (!isInstalled("fb-messenger://"))
btn.gameObject.SetActive(false);
...
send("fb-messenger://share?link=" + content);
folks
i need a bit of help
i ran into the weirdest bug ever
look under the compass
that is the icon of an app.... that is where it is on the screen
any app i put in that slot on the android page
when i open my app, it shows the icon under the UI
!?
il repost image edited
forgot my coords in
there just the area in question
Weird question. Will it be hard for Unity to Build through android if Unity was installed in C: and SDK in D: ?
Hello, I am just starting with Unity for Android and I don't know what do I do wrong? My game have 2 scenes, first one with game, and second one start menu. Scene with game works good, but menu.. I don't know what to do, photo 1 is how Unity display it, photo 2 is how it actually looks like. Buttons from top to down are: Play, Settings and Quit. In working scene I used buttons etc from right click->UI->... This not working one is with UI Builder or something like that
I added canvas to my scene, before that i didnt had it but it still displays wrong on simulator
Can this cause it maybe?
You have 2 cameras
make sure they have the same settings and that your canvases have the same settings
if they're cam space canvases they'll need reference to the cams, or will behave as overlay canvases
if it's perspective camera with cam space canvas on a phone with UI you might want to change that to orthographic
or use a pixel perfect cam
or move up the distance from camera of the canvas
there is a way to force 16:9 on all mobile devices? cuz i have the canvas set to scale with screen size, and it gets fucked up on the mobile build
Set the screen reference size to a 16:9 ratio like 1920*1080 and use proper anchors to ensure everything stays where it should.
I've tried all i can to get this to auto scale, anchoring, and all that but im stumped now, any ideas?
ui im making is 1920 x 1080 portrait
This is a screenshot from my phone when I set canvas to shrink
Still not what I'm expecting as the button is cut out
ok
either a unity or android bug
anything transparent in my app
now shows whatever is below the app
like the phone screen
!??
scale with screen size??
have you tried that?
Help
I'm facing this issue of black screen on my every app
Whenever I build an app and test on my phone it doesn't work it just shows black screen with ui
Here's an ss for reference
Can anyonw tell me what's wrong with the app
yes
Canvas to shrink is a setting for scale to screen size so oc
You should be able to retrieve the mobile device logs and see if something is broken
Hi, anyone familiar with using cloud build, especially for iOS, who could help me understand a build error log? Thanks
word of advice, please conceal your message into one message, and not a bunch of small little ones.
just ask your question
Any hint to try to reduce the waiting time for review of appstoreconnect? we have a Pending revision waiting for 2 days 😦
I dont know to do it but can you tell me how do I fix this issue I'm facing this from a long tume I searched all over the internet tried everything but still Ive the issue
It can easily take 1 to 2 weeks for an Appstore approval from Apple. My advice is to ensure you are fully compliant before submitting
Otherwise you may need to submit 3 or 4 times as you make incremental fixes
I can't tell you how to fix it, unfortunately, without seeing the log files
Otherwise it's just guessing and that's no fun
In review now
Took 1,5 days
Was not the first btw, this is the third version, the previous were approved, but this time the waiting time in pending was double than last ones
I wonder if they don’t like us to send updates too often?
The time varies wildly between a couple of hours to several weeks, depending on the queue
The review process is a total black box so best not to read too much into it
It also depends on what your app or game does. I don't really care much, I don't like creating stuff for apple. It takes as long as it takes
Just make sure to be compliant when you submit
Do you have this issue in both portrait and landscape mode? Can you paste your code?
Yes I have this issue on both
I just turned off my laptop after a wholesome hectic day finding solution for this prob 😅
2 days is actually fast. Apple used to take a lot longer now. There’s no way you can avoid the wait time. The best process would be to make sure you Play Test your game completely, ensure UI does not have any blocking or game breaking bugs and then fill out all the compliance information and screenshots etc correctly.
I'll send you code and settings if you are available in morning or for some help
Sure thing. Sounds good. If I have some time I’ll try and help you out.
I would suggest you open a separate project in the meanwhile in the morning and try and export a random sample game to the mobile and see if that works fine. You can probably use a Unity sample tutorial project.
I'll surely do
😄
Hey can anyone tell me a good way to find out the rates for making a simple mobile app? They want to do it in different phases.
The first phase needs to be done within 5 weeks.
It consists of QR code, Log In and Profile, Inapp Purchases and Notifications.
I know this is a broad question but any estimates is fine
Hey can someone please help me solve this Gradle error...I have tried almost every YouTube tutorial and none is working
I'm completely new to unity, and android development. When I build and run a blank 2d mobile for android project the app size on my phone is 600 KB, and the User data is already 149 MB and the total is 150MB, that is the max allowed aab file size allowed on the google play store. Is this max only applied to the app size and not the user data attached to it? When I cleared the cache and storage for the app the app cannot be opened so it must be absolutely necessary to have. I went ahead and went into player settings and checked to split the binary, and when I build the project I can't see any separation, just the one .aab file that is 88MB. What am I missing here? I should be seeing an .apk and .OBB, right?
You need the actual error from the console. That one is just a generic failure message.
Depends on the studio, platform, location, quality, etc. We are a premium studio that specializes in XR and doesn't use remote workers. So we charge 75/hr and up. We don't really do mobile apps though unless there is a very good reason. Using studios out of eastern European countries you'll probably pay about 30/hr. And using studios out of low cost labour countries you may get around 15/hr.
Next you need to break all the features into effort estimates. How many hours will X take. Do you need a PM, designer and developer or only a dev? That should give you milestones & timelines for each item. Add 20% of time for issues. Add a margin of you need or want it.
You should now have how long it will take internally, what it will cost internally, and what you want to charge. That usually gets wrapped into a proposal / estimate and sent to a client for signing. I recommend taking a deposit before starting the work - this proves they are A) interested and B) able to actually pay you at the end. After that happens we usually do a discovery phase (planning and design docs) before moving into development. Something short duration they won't get to use Agile, it will use Waterfall.
So you usually would either:
- hire students, they can't finish the work, you'll pay them and then do it yourself
- a premium studio will cost 30k to 60k, everything should be beautiful and seamless and ontime OR a massive failure if it is a fraudulent studio (we rescue a lot of these projects).
- a studio from mid range etc, will quote 12k but cost 17.5k to 25k, will get done on time just barely but won't be pretty. It will run over by a week or two at the very least. If the funding is off they will stop your project to do others. They will usually put 3 developers on the project, and 2 won't reply to messages.
- a studio from low range will estimate 9k but cost 15k to 30k and up, it won't be ready on time, it won't be pretty, and it will have a lot of usability and language challenges. They almost always end up with 6 developers but run 4 to 5 months late on average.
Sometimes you get lucky on the low end. Not sure if that helps! Finding those companies and vetting them is a different thing altogether
It's any APK generated by the AAB file. You can do a test upload to the Google Play store and see how it unpacks. It doesn't care about post install size of anything
The reason for it is to keep the download size reasonable
This helps a lot actually. Thank you so much for giving me a detailed and thorough answer
Make it so we can join severs
is there a good template/framework for mobile games?
why it didn t work
is there any existing tool to handle adb connections via IP using Unity?
I'm currently playing with this and my editor script uses System.Diagnostics.Process to call adb.exe and connect command from Unity editor path but I can't help to think that so many people must have done this before already
I'm facing this issue of black screen on my every app
Whenever I build an app and test on my phone it doesn't work it just shows black screen with ui
Unity Hub is kinda dummy when it comes to module installs
you have to uninstall the whole engine version as they don't have "remove module" functionality
so you just remove the engine install and reinstall it again
As I suggested last time, get the logs.
Ok I'll try to resolve it by that method

Anyone with experience using Game Center achievements, please let me know if you’ve had success with ShowDefaultAchievementBanner(bool) - question on forum: https://forum.unity.com/threads/gamecenterplatform-showdefaultachievementcompletionbanner-not-working-as-described.1285010/
How to make a Class of Clans style tilemap projection in Unity?
hey guys i have some problems doing the Build app bundle (google play)... and this is the problem > Configure project :launcher
WARNING: The option setting 'android.enableR8=false' is deprecated.
It will be removed in version 5.0 of the Android Gradle plugin.
You will no longer be able to disable R8
any advice?
android.enableR8 is one of the settings in Plugins/Android/gradleTemplate.properties
Set this to true or *MINIFY_WITH_R_EIGHT* and the warning will not show up next builds
how do i do that?
Do you already have the gradletemplate file in the Plugins/Android folder?
Is useCustomGradlePropertiesTemplate enabled in your projectsettings -> player -> publishing settings?
now it is
If all is well, the gradletemplate properties file is now no longer disabled? Open it and change the value of enableR8 (or comment it out using #)
ok so after that could i build the project?
now i have this error
Task :launcher:preBuild UP-TO-DATE
Task :unityLibrary:preBuild UP-TO-DATE
Task :launcher:preReleaseBuild UP-TO-DATE
Task :unityLibrary:preReleaseBuild UP-TO-DATE
Task :launcher:generateReleaseResValues UP-TO-DATE
and a lot more
this is no error or is there a much more lines in that error? Can you share complete error trough paste site?
Task :launcher:preBuild UP-TO-DATE
Task :unityLibrary:preBuild UP-TO-DATE
Task :launcher:preReleaseBuild UP-TO-DATE
Task :unityLibrary:preReleaseBuild UP-TO-DATE
Task :launcher:generateReleaseResValues UP-TO-DATE
Task :unityLibrary:packageReleaseRenderscript NO-SOURCE
Task :launcher:createReleaseCompatibleScreenManifests UP-TO-DATE
Task :unityLibrary:compileReleaseRenderscript NO-SOURCE
Task :launcher:compileReleaseRenderscript NO-SOURCE
Task :launcher:generateReleaseResources UP-TO-DATE
Task :unityLibrary:generateReleaseResValues UP-TO-DATE
Task :unityLibrary:generateReleaseResources UP-TO-DATE
Task :launcher:extractDeepLinksRelease UP-TO-DATE
Task :unityLibrary:packageReleaseResources UP-TO-DATE
Task :unityLibrary:extractDeepLinksRelease UP-TO-DATE
Task :unityLibrary:processReleaseManifest UP-TO-DATE
Task :unityLibrary:compileReleaseLibraryResources UP-TO-DATE
Task :unityLibrary:compileReleaseAidl NO-SOURCE
Task :unityLibrary:generateReleaseBuildConfig UP-TO-DATE
Task :unityLibrary:parseReleaseLocalResources UP-TO-DATE
Task :launcher:checkReleaseDuplicateClasses FAILED
Task :unityLibrary:generateReleaseRFile
12 actionable tasks: 2 executed, 10 up-to-date
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
is this all? There is probably also an error with the classes overlapping.
this is all the console
which one do you want?
Anyone knows how to resolve this insane lag when using TextMeshProUGUI on mobile? The canvas rebuild is taking 7000ms
3rd error if i'm correct. It contains something like 'x exception(s) was raised by workers:'.
But share it in pastesite or something. It can be a very long error
i dont understand why is happening this, 'cause the problem become wheN i change mono to IL2CPP, but when is at mono everything goes perfect
i mean, when i try to do it for ARM64
Mono and IL2CPP have different compilation methods. Mono uses JIT (just in time) so there are less conflicts possible between libraries, while IL2CPP uses AOT (ahead of time) and everything has to be compiled on build so on there cannot be any conflicting libraries. (https://learn.unity.com/tutorial/memory-management-in-unity#5c7f8528edbc2a002053b59b)
Task :launcher:checkReleaseDuplicateClasses FAILED
Seems like you have duplicate classes, check for folders in plugin folder for duplicate files (usually aar or jar)
Or if you've installed plugin and also enabled it via unity's service
this could be
how can i fixed it ?
if you've installed unity ads as well as enabled ads service, try to remove the unity plugin
yes but im running ads in the game
but you've already have the one in ads service
actually now im thinking about it, since yesterday i have some issues with the ads
everything was running great, but now it says like it cant read the ID number of the platforms
How would I create a search bar for an ios build?
Not sure if this is the right channel- i have a question about releasing on google play if anyone knows...
If most of my testers are on the latest version i released to the open beta track, eg version 0.3.06
and i then released version 1.0 to the production track, do i also need to release 1.0 to the beta? or will they automatically get switched to the production track after a while? or do they have to uninstall and reinstall?
hello there anyone know how to integrate GameAnalytics i don't find any package on the store ?
where i can find my Game Analytics Android app key .. in unity
you mean crash analytics ?
@stray leaf lol sure, but that s ok i find all the information
what s wrong
That already exists. You of course don't want to use DefaultCompany, the point is to change that to your own.
how
In your Player Settings
how can I open up the mobile keyboard when someone taps an input field
iirc, the beta testers will have the option to update to 1.0 (without leaving their beta access).
it should be automatically appear, have you tried it on mobile?
would it cost a lot of performance to change the skybox at runtime
would the game freeze momentarily?
Yes this seems to be the case after reading around
hey everyone, i'm working on GPS in unity for both Android and IOS
i want to know more about how it works, instead of the actuall location in latitude and longitude i want to know the raduis of the cordinate system
i want to get a value how big the raduis is of this location that is detected
because i want to know the distance between two players and have a spestific location area, if the player enters an action happens
how horizentalAccurency works and how to i give the GPS a range??
so i made empty urp project, and ran it on redmi note 5 pro, it cant even run at 15 FPS, any solutions?
disabled post processing on camera too
idk why theres so much lag
update: disabled ambient occ, huge boost
still ig its not very good for empty scene: https://cdn.discordapp.com/attachments/493511037421879316/979663201224503316/unknown.png
wait for targetfps iirc has something todo with vsync,
I tried to upgrade a project from 2021.3.3f1 to 2022.1.2f1 and when trying to build I get this error. The project worked fine on 2020 and 2021. It does not tell me where this reference is coming from. Adding using UnityEditor anywhere in non editor code correctly shows an error that this is not possible with the location in the code. Does anybody have an idea on how I could find out more about where this reference is coming from?
when someone gets the chance everytime i try to build a n android game i get the following errors:
UnityException: Package Name has not been set up correctly
Please set the Package Name in the Player Settings. The value must follow the convention 'com.YourCompanyName.YourProductName' and can contain alphanumeric characters and underscore.
Each segment must not start with a numeric character or underscore.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Build completed with a result of 'Failed' in 14 seconds (13636 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <7ac35247888b44f4a7e290f1f6bb33f3>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <7ac35247888b44f4a7e290f1f6bb33f3>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
and it dosent build
nvm i fixed it
it was a package name issue
Not really sure if this goes here, but im trying to upload my game to google app store, and I got this feedback: "Ad format requirements - We do not allow interstitial ads or offers for in-app purchase displayed immediately upon app launch." What qualifies as immediately upon app launch? I dont play an ad on initial app launch, the closest it happens is when you loose a match, they really dont explain what qualifies as app launch
Go to Project Settings, Player, and the first space should allow you to set your Project Name. It cannot be Default Project or whatever the default option is.
I am developing a game for both Android and iOS, and I want to use a cloud game data saving solution for both platforms. I initially wanted to use Google Play Services' saved games solution, but I don't think I can use that for iOS as well. What are you guys using for saving data in the cloud?
As my issue is not only UI but also mobile related, I'm posting a link here to the post I've made in the ui-ux section. Hope that is ok https://discordapp.com/channels/489222168727519232/502171135350407168/980775012560666664
hey how you could read in the title i have a lot of problems with xcode, first i had this alert it said "No "iOS Development" signing certificate matching team ID "my team id" with a private key was found."
i restart my keychain how i saw on internet and now i have this
"provisioning profile doesnt include signing certificate "apple development: xxxxxxxxx (xxxxxxxxx)""
if someone knows how to help me 'cause im a beat desperate.
sounds like you need to regenerate your provisioning profile because it doesn't include the cert you're trying to sign with. You'll have a lot less misery if you enable 'automatically manage signing' in xcode
ok i did it, and now i have the same problem
did you download and install a dev certificate to your keychain?
well if you didn't install a signing certificate, that would explain why xcode can't find a signing cert. Yes you'll need one
The one I created under my team ID. Apple dev account -> Certificates, Identifiers & Profiles -> create a dev cert if you haven't already, download it, double-click to install to keychain
ah ok i already did that
are you sure it's from the right team? If you have multiple accounts, they must match
open your keychain and confirm it's there
it should have a private key associated with it, too
yep there it is
maybe start over from step 1. Delete certs, start fresh. Make sure your team id is set up in xcode accounts, select that team id in signing & capabilities area of xcode and check automatically manage signing. Xcode will create/install appropriate provisioning and certs
Hello, I am trying to add my android game to the google cloud platform but I can't find how to fill the "Package name" field inside of "Client id for Android" panel.
Looking at the doc it seems to be a unique identifier, which is supposed to be in a "AndroidManifest.xml" but there is no such file in my Unity project.
Does anyone know how to proceed ?
player settings -> android -> other settings -> package name. It's based on set company name and product name by default, but you can override it yourself. Typically reverse domain name notation
Thank you ! But how can I be sure that it is unique ?
you make it unique. Typically com.yourcompany.yourproductname
Oh okay, it's that simple... I was lost reading the doc 😅
Thank you very much 😄 !
Hello. Im trying to built my project and generate the APK but since yesterday, these error appear in the console and im not sure how to solved them and their meaning
Start looking up errors starting from the top one
This is the first one, I recreated the project and removed android.enableR8 from my gradle.properties file but it didn't work
try to scroll to the bottom of the task list, and see if you find something FAILED
Here it is
processReleaseResources, could be lot of thing unfortunately, try highlighting/checking another error messages
How do i fix this? or does this not mean what it looks like it means?
It does mean what it means
Is there any way i can validate IAP purchases locally?
from my laptop?
i mean i have the receipts inn the database
and the transaction numbers
and im sure some of them are fraudulent
how could i confirm this?
how come my game that literally is just a box you can move with your finger somehow used 132 kb of data
analytics?
proprietary cross compilation
Hello, I'm having a problem making a scroll rect for an android app. The scroll feature works, but it doesn't register faster flicks that should send the scroll rect far, if I go too fast, it just doesn't move at all. I couldn't find a solution anywhere online.
Hi folks,
I've noticed that the "Mobile Notifications" package somehow creates an invalid Xcode project when I run BuildPipeline.BuildPlayer() and the current build target is Android. The build options obviously set the target to iOS. It creates a project that does not contain the UserNotifications framework and also lacks entitlements and various settings. So the final package fails to link due to missing symbols. If I run the same export/build again it works, as now the current target is already iOS. Building for Android always works, even if the current target is iOS, but that build system is totally different. There's some more info about this in the last post to my question at https://forum.unity.com/threads/ios-build-often-fails-dues-to-missing-usernotifications-framework.1275791/
Has anyone ran into this? The file responsible for doing the post processing of the export is iOSNotificationPostProcessor.cs. It takes care of the Xcode project, Info.plist file etc. I would like to see what this file does during a build, but have not managed to get into it. Changes to the file are overwritten during the build as I assume the package is reinstalled or something similar.
Hi everyone,
I would really appreciate some help calling non-static Java methods from C# 😄
I have tested calling static methods and it prints to log, but I can't use static methods with the Capacitor Plugin methods. Is it because of the declare @PluginMethod that prevents it from being accessible or executable?
When I try calling non-static methods that aren't @PluginMethod I get an error saying I can't call non-static methods because it is not found even though I declared it in the class.
Does anyone know where I have gone wrong or my lack of Java is highlighted? Anyone with Ionic Capacitor Plugin creation experience? Thank you! 🙂
I'm not an expert or anything, but I recall mapping some javascript stuff to C# code and it required the externs to all be static type. I'd assume that @PluginMethod does that. I think it has to be that way because of compiler magic and getting reflection to work at runtime.
One solution was to have an instance inside each static function call
[MonoPInvokeCallback(typeof(OnCloseCallback))]
public static void DelegateOnCloseEvent(int instanceId, int closeCode)
{
NativeWebSocket instanceRef;
if (instances.TryGetValue(instanceId, out instanceRef))
{
instanceRef.DelegateOnCloseEvent(closeCode);
}
}
/// <summary>
/// Create WebSocket client instance
/// </summary>
/// <returns>The WebSocket instance.</returns>
/// <param name="url">WebSocket valid URL.</param>
public static NativeWebSocket CreateInstance(string url)
{
if (!isInitialized)
{
Initialize();
}
int instanceId = WebSocketAllocate(url);
NativeWebSocket wrapper = new NativeWebSocket(instanceId);
instances.Add(instanceId, wrapper);
return wrapper;
}```
Hello guys, I am trying to connect my ios iphone 12 to unity, I did all the steps required but when I run the program, it runs in the computer instead of the iphone, any suggestions?
Hello! my project consists of an android application that works with data obtained by two sensors (for the moment). At the moment, I'm working on the connection via BLE of the sensors with unity using the asset "Bluetooth LE for iOS, tvOS and Android", but I can't get the simultaneous connection. Does anyone have experience with the subject? Any idea or advice is welcome.
Fixed! The problem was the SDK version
which problem do you have?
when i use the unity sdk it doesnt work
can u share the error. I my case I had an old sdk version
it just says this every time uninstall and reinstall
dis you install the android module right? You can try to change the target api level to the higher
ye
Here, I think it will update its version
is what worked for me
well, higher than que one you have. Im using unity 2021.3 and in my case i have api 32 but with 31 is ok for me
im using 2020
does 2020 not have it
idk, its my third week with unity xD
its my second day
do you have a solution to my problem
i told you what i did to fix mine, witch was similar
i know but i don't have that option ill try getting 2021 and I have to start from the beginning 🥲
i would like to help you more... stack overflow helps me a lot
Anybody know how I can make touch input controls where I can drag and it will move a plane around? Sorry, if this is a noobie question. I'm pretty new. (for mobile)
i had the same problem you have to download an sdk from internet some where and put it in the path
I've tried it says you need a older version and it doesn't exist in android studio
For my app, there is a state where the screen will not be changing at all but it will still be doing work in the background.
Is there some way to pause draw calls to save power? Because even in this state is still is a massive battery drain
disable camera?
get it on yt
Or google
I've tried tutorials there all in spanish
Hey, I'm having an error but I don't find how to fix it :```c
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Room Beta 1.1
public class Joystick : MonoBehaviour
{
Vector2 startPoint, endPoint, initialPosition;
bool touchStart = false;
public Transform Player;
public float Speed = 1.0f;
public void Start()
{
initialPosition = transform.position;
}
private void OnMouseDown()
{
startPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
private void OnMouseDrag()
{
touchStart = true;
endPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
private void OnMouseUp()
{
touchStart = false;
}
private void Update()
{
if (touchStart)
{
Vector2 offset = endPoint - startPoint;
Vector2 direction = Vector2.ClampMagnitude(offset, 1f);
MovePlayer(direction);
transform.position = new Vector2(startPoint.x + direction.x, startPoint.y + direction.y);
}
}
void MovePlayer(Vector2 direction)
{
Player.Translate(direction * Time.deltaTime * Speed);
print(Player.position);
}
}
But if I lookat my player, I put the script on it
This is an android app so i was thinking that yes
but your screenshot doesn't show if you've assigned the variable or not, the Joystick script inspector isn't visible
Now type t:Joystick to the Hierarchy search bar to see if the script is assigned to multiple objects
right, so the variable hasn't been assigned in one of those
black is the sprite of the player, and Joystick the sprite of the button
Thanks it works 🙂
Have a good day
Hi, I am using the Microphone to let players record their own voice. However, when recording stops on iOS, the whole game gets muted. This happens in silent mode and turning silent mode off plays the sound again. However, if the game was previously silent, pressing the record mic button triggers sound to start playing. Has anyone faced this?
When I build my game to mobile it just renders the frames on top of the last frames and doesn't delete the old ones(atleast thats what it seems like)
Anyone know how to fix this?
does anyone knows how to make a custom ui for google play based leaderboards
as I can't find any tut or docs
Note: It only happens when playing on mobile, in the editor it works just fine
nvm I made one for myself, if anyone is having problem on that then ||don't|| feel free to ping
the image doesnt loading right, but you might need to check your camera clear flag
Any good recommendations for Push Notifications for Android? I was looking into Firebase Push Notifications but there may be more providers with better offers etc
I need to create bot for my carrom game ... I want that bot to predict how much to give and shoot and aim on that coin which is near to the pocket so that when the bot hits it , it gets into the hole. or if the coin is not near to the pocket it will aim and shoot only
please help me out ... I'm not very good at bots
also my game is for mobile device so input which Im taking is from mouse drag
and there also a slider which help the strike to slide in its position and there is line renderer too for aim
OneSignal [https://onesignal.com/unity-onesignal]
The banner is in view of screen?
Check android logcat (Unity Package) for errors, most likely there is something wrong with initializing (place some debug logs into the initializing functions to see if everything is working fine).
Also I don't know if it has been solved in the meantime, but I myself had that ads were not working in 'Development build' a few months ago. So you can also, if you haven't already, try without 'Development build' on.
Am I correct in thinking that if I do not use Unity Ads or Analytics, I don't need to provide a data-collection opt-out under GDPR?
Correct me please if I'm wrong, I assume that FREE plan on OneSignal offers unlimited push notifications to unlimited users amount? What is "In-App Messaging" actually and whats the difference between Push Notifications?
Free plan offers unlimited push and in-app notifications indeed. (See https://onesignal.com/pricing for table with exact info per plan)
In-App messaging: you get a screen when opening your app, containing some text/image. Kind of like an overlapping scene.
You get push notifications without need to open the app. Just a normal normal notification.
I believe Firebase has both integrated too?
But it just depends on what you like better.
I myself switched to Firebase because of the use of many other Google packages. The more different external providers, the greater the chance of conflicts between packages.
I'm doing all backend stuff for my game on my own networking solution so i dont need any more packages but as I heard making own push notifications system is not good and Firebase is the best way to do them, also onesignal is using Firebase right? I seen in the instructions that they need clientId and something else from Firebase
All I need is unlimited push notifications with a way to send them to individual clients without any limits
I don't think sending notifications to individuals is possible in either of them for free from their dashboards, unless it's completely controlled from the app code itself. (Or I read over something)
OneSignal dashboard has a number of options in notifications that the firebase dashboard does not have. (Based on what I saw in OneSignal a while ago)
Oh yeah also I would need .NET API to send push notifications from my backend server. I seen somewhere in onesignal documentation that we can set UserID or something and then send message but I'm not sure if it was only for In-App messages
How do I send a notification to a single user?
If you're looking to send notifications to a specific user device:
1. Get the user's userId/playerId with the getUserIds method on the Web Push SDK or getPermissionSubscriptionState method on the Mobile SDK you are using.
You can also send OneSignal your own unique user ids as "external_user_ids" using our setExternalUserId method on all our SDKs.
For testing you can use the 'Player ID' shown in Audience > All Users (you can force kill your app and open it again to bring your device to the top of the list.)
2. You can use this user id while in the app to send with our postNotification method and/or we recommend saving this id to your database. More in our Internal Database, DMP, & CRM guide.
3. Set include_player_ids (or include_external_user_ids) to the userId on the PostNotification SDK method or on the Create notification POST REST API call.```
https://documentation.onesignal.com/docs/sending-notifications
Every time i submit a new build to the app store, i get told that my in app purchases aren't working on ipads, but ive tested the IAPs on multiple ipads and it works just fine. Has anyone dealt with this before? Not sure what i could do through unity to correct whatevers happening on their end
What does LZ4 and LZ4HC do? If I use them on a android build, they make the file even a tiny bit huger, so what's the job of it ? and does any of the build make a performance difference in (FPS) if I use a higher compression for example or this "Faster (smaller) builds" IL2CPP Code Generation?
Hello guys, I searched the Internet for a long time and couldn't find a way to open a webpage on android, is there anyone knows how to open a webpage on android?
Yes??
Lmfao you deleted it
Nvm
I know you solved it, but I have a tip for you, when you code the logic of banner, try implementing a system that loops the banner load and display
Normally I did that using options
I added a error method in option so whenever a error occurs, my code will loop again after some seconds
In simple words when there is a error, then after some time re-run the code
Sometimes there are some error which idkw happen but they solve themselves and next time code works
this method doesn't work for my project, but after I turn my project into 2019 ver due to other reason, it suddenly works …
my project was unity 2021 version
You need to make sure to include https:// in the url
Yo this is my too be mobile game https://bluebeanstudios.itch.io/bean-gems-2
Depending how you did it, mouse clicks may be translated into touches already
I'd just use the new input system and tweak it how I wanted it
how can I do it with the new input system?
How to use the new input system in Unity! I go over installing the package, the different ways to use the input system, and the recommended way!
📥 Get the Source Code 📥
https://www.patreon.com/posts/55295489
►🤝 Support Me 🤝
Patreon: https://www.patreon.com/samyg
Donate: https://ko-fi.com/samyam
🔗 Relevant Video Links 🔗
ᐅALL of my Input System...
This video gives an overview of using Touch with Input action assets, as well as using the Enhanced Touch API. I also include a simple tap/touch example to help.
📥 Get the Source Code 📥
https://www.patreon.com/posts/45256263
🔗 Relevant Video Links 🔗
ᐅDesign Pattern: Singletons in Unity
https://youtu.be/Ova7l0UB26U
ᐅInput System Playlist
https...
In iOS, input field cursor goes wrong position.
But Editor and Android is fine.
Can i get a help for this? (Unity version is 2019.4.39f1)
Anyone know where I can find a template for one of those garbage 3d runner games like https://play.google.com/store/apps/details?id=com.quok.blobRunner&hl=en_CA&gl=US ?
I know of the one by unity on the asset store but I heard it has some issues.
How can you check if the player gets a reward after watching an ad? And if it actually works?
The advertisement SDKs usually have callbacks for that, you should double check the documentation
Ah thnx
The mobile joystick does not respond to the mouse cursor touch. is anything I have to enable for activating the mobile joystick?
And that's buggy as hell
Should I use dpad or joystick for movement? D-pad seems easy but not joystick
I am suddenly getting this error while I try to make a build
CommandInvokationFailure: Failed to update Android SDK package list.
/Applications/Unity/Hub/Editor/2020.3.35f1/PlaybackEngines/AndroidPlayer/SDK/tools/bin/sdkmanager --list
Solved it by replacing system's openjdk 13 with openjdk 8
GPGSIds.leaderboard_leaders_in_smoketesting,
LeaderboardStart.TopScores,
10,
LeaderboardCollection.Public,
LeaderboardTimeSpan.AllTime,
(data) =>
{
//my code is here
});```
I am using this method to access data from play services
and it is giving me all data which I need except the players userid and its rank
In docs, it says that only PlayerScore can give player score
PlayerScore - the score of the current player
how am I supposed to get its rank and username?
My android game sometimes crashes, where is the crash log stored?
You can use datetime.now
Is there any easy way to make UI fit to different phone sizes
yeah, still when I test from different devices, some UI that is in the edge of the screen with small distance, has no distance between the edge and its edge (more pixels screens)
hey guys, i have been trying to get the google play services plugin to work for awhile now and so I want to know if it has to do with using Unity version 2020.3.34f1 and if I should be using the latest 2021 version instead with the current plugin build.
My problem is that the app works fine in the editor with no errors at all, but as soon as I try it on a physical device or emulators like Nox and bluestacks, the screen would go black for a bit and then app instantly crashes after like 1 second.
Check your logs. They can probably give you the information you need.
my game has these errors when I try to build
Hello! I created a simple jump system on mobile, it works on Unity Remote 5 when I hit play on my mobile, but than if I create the apk, the jump system doens't work anymore. I attach the code. In the scene I have a simple white image in the UI where I press it to jump
Hey guys, I'm trying to make a mobile game but the graphics/sprites don't look that good. Any tips on how to improve?
Its the same😫
Idk how to explain it exactly but for me the PC is a bit more clearer. Either way, I'd like a better way to make sprites that won't make them look like that. I'm wondering if it's settings I need to change or simply something else.
Did you build the APK?
I followed this guide
So when you connect the remote 5 to the mobile and you play the game but the sprites look not clear?
Yeah, it looks a bit blurry but it's not just that. I was trying to find a way to make sprites look more clear/better overall. More smooth and less "sharp" if that makes sense.
Yeah it makes sense i know what are you talking about so the unity remote 5 is actually stream the game from youer pc to the mobile its not actually running the game on mobile
You have to build the the game to youer phone and you Will be fine
Oh...that makes a lot more sense. Thanks.
So i try to add ads to my mobile game and I have a problem I when i write this:
if (Advertisement.IsReady("Reward_Android"))
{
Advertisement.Show("Reward_Android");
}
}
IsReady not found i mena he have the red line under him
Why all the audio disappears when I change activity (screen disable, watching ad, opening other app etc.)? Everything works fine on emulator and one other phone. Where is the problem?
Hello! I need my clock fully shown in both landscape and portrait orientation? How can i do that? I Should somehow catch mode and move camera far away? Or there is a way to set up some camera zone as "always shown"? Also i want to my buttons be bigger, are there any way to make there size resolution-dependent?
Is the clock UI object inside some canvas or just a GameObject?
If GameObject:
- With an orthographic camera you could use the orthographic size and calculate the screen width in units. And then scale the object.
- With a perspective camera you can calculate field of view at a certain distance. And then set the clock to the correct distance. If you don't want to move the object, you could scale the clock based on the screen width of FOV at clock's current position.
(And I recommend getting the unity 'Device Simulator' Package. It helps to see more easily what your game will actually look like on different mobile devices (including safezones etc)) https://docs.unity3d.com/Packages/com.unity.device-simulator@3.0/manual/index.html
Hello, I'm trying to import a Unity Project into Android Studio. And I get the error "Failed to resolve :unityLibrary". UnityLibrary seems somehow imported, but there's no fileTree. Does someone happens to know how to resolve it?
you should be able to import it as a gradle project
Hey everyone, i've got a question about how and when unity loads all the assets in an android build. Were building a VR application for the quest 2 that has run fine until we hit an app install size of over 6gb (its RAM size) and now it wont even launch (no errors or anything, the headset just seems to reset).
this leads us to believe that unity is loading ALL our videos, textures, etc at startup but we SPECIFICALLY built it to make use of scene loading/unloading to NEVER have the whole app loaded at one (its sort of a minigame style app so only one minigame is loaded at a time)
can anyone help me understand where to look for a solution?
how many gigs of video are we talking @livid summit? If you're not already, you can store them in streamingassets which lives separately from the build itself
the app focuses MAINLY as a 360degree thater to play these videos, so currently we have them at medium compression taking over 2-5gb install size, but as we grow we want to add DOZENS more HD videos
we looking into streaming assets before but i couldnt figure it out, will it work to reduce ram?
i honestly thought it would only load these videos when the scene they're used in is loaded, so we back-burnered streamingassets in favor of other studio line items. where would you reccommed for better learning how to implement streaming assets for a quest 2?
Thanks! 🤔🤔yeah, but wanna build it as a library, so that it's not getting overrided
The docs are a good starting point, with some details on what to look out for on android https://docs.unity3d.com/Manual/StreamingAssets.html
good to know.
for experience sake, am i INCORRECT in believing a video file will ONLY hit RAM when a scene using it is loaded?
I believe so too, but for mobile app, it seems that the app data itself needs to be unpacked when the app start running, and the unpacking process might hit the RAM ceiling if it's too large
Anyone have a tutorial or guide for making sure the game fits every device?
It depends on the game. One of the ways for fixed frame games is to pick most common frame resolution aspect and leave enough background to show up on others or cut with camera entirely,
You can quickly see how varied resolutions are with Unity's device emulator.
Where do I choose this option?
It's not exactly an option. You make UI use reference resolution and make camera to fit that.
For camera handling there are different methods, depending on camera used, they are searchable.
Hey guys I am having an issue with building once I added 'Amplitude' an analytics plugin for Unity
When I try to build from XCode
I get this
If anyone could point me in the right direction I would be eternally grateful
Does it stop building? Usually warnings can be ignored
Yeah the build fails because of this
because of the undefined symbol I would imagine
Which is an error
Hi, I'm trying to build for Android and I keep getting this error. I have the latest version of Android Studio and the SDK (API 33) installed, but Unity doesn't think it's installed. How do I fix this? I'm using the JDK and SDK tools which are recommended for Unity. My version of Unity is Version 2020.3.15
So apps cannot exceed ram size? that doesnt seem right, there must be a solution
just my thought, but on a second thought, that cant be right... I've seen some mobile games that far exceeding ram size and can run with no problem...
Exactly! It feels very outside of my depth to diagnose and it's quite frustrating
Well, if possible, maybe you should use profiler and see when and who is eating the ram.
I'm not sure my self since I've never have my hands on oculus platform, but if it's android based then the profiling process should be similar
Can anyone tell me why when my app launches on an iPhone 12, the splash screen flashes? It only happens specifically on iPhone 12s. Every other phone works (Including Android devices)
Here's it running on an iPhone XR
hello devs can anyone please tell me how can i open appinfo in android
Hello, I was trying to build apk of my prototype on Unity Editor version 2021.3.4f1. But whenever I tried to do it I got an error about not having SDK or not updated SDK. I tried to install Android modules with Unity Hub, from Unity website etc. Nothing worked, SDK was always wrong. After many reinstalls and looking for solution on web, even tried with Android Studio SDK Manager but it Unity didn't want to work with it either, I got to resolve my problem. Basically I had to download tools folder, I think, made by community, and replace it under the path where Unity takes SDK in Editor files. I tried to do it on my C drive but because in that new tools folder where Eclipse files, they had long names so path was exceeding max number of character (thanks Windows). So I reinstalled Editor on different place where path was short enough. But whenever I am trying to build .apk I got msg that my Android SDK is outdated and when I allow Unity to update it, it won't work again. So I have to use option "Use highest installed". I work with Unity for couple of years and sometimes it gets clunky, I understand. I can find solution but if it would happen to new user, 90% of new users would just give up. From what I got from web this problem is returning almost in ever version for couple of years? Why this problem is returning?
directory length has been a frequent issue lots of people have battled with, not just in unity
the solution for that would be microsoft officially supporting longer filepaths
you could also edit your registry I believe to support longer filepaths
For SDK management, it takes everyone usually a few tries to get the hang of using SDKs
how do u check if a button is touched
UI button
Like how you can use Input.GetKey for keyboard
what would u do for mobile buttons
I get that, but it isn't a problem. When I download module from unity hub it should work, not me finding workaround.
Just make UI button and add method with .AddListener method
so how exactly would i do this
i j want to do this
except instead of Input.GetKey
I want to see when the button is pressed
Make a method that switch _crouching true/false and add it to button
How would I do this, Im still a bit confusesd
private _crouching = false;
public Button myCrouchingButton; //drag your button here in inspector
void Start(){
myCrouchingButton.onClick.AddListener(Crouching);
}
void Crouching(){
_crouching = !_crouching;
}
My bad it's onClick
And you are trying to do it to Button type, you need to have variable of that type that have instance of that type in UI
Changed a bit code above to be more readable
will that work tho
because im trying to make like a crouch system like this
except instead of key presed its button pressed
Wait, button as UI button or button on keyboard/mouse/controller?
UI button
this so far
Then it should work. Just in inspector in that Script you need to drag and drop that button from hierarchy
yea ok
AddListener is method that basically listening when someone click that button, when someone click it, it fires method that is in parentheses i.e. "Crouching", that changes _crouching between true/flase.
this looks right
?
Basically it's receiving button input for crourch
Yea from what I see in it, it should work.
Ok it works however, the camera is wayy down below for some reason
Like when I press the button the camera goes below the character by a lot
One thing tho I don't know why you doing it in FixedUpdate and then multiplying it by Time.deltaTime. FixedUpdate is mostly used for physics because it's always at same time interval. And I think movement like that should be in normal Update, specially with multiplying by Time.deltaTime
Im not too sure why
First pic is before playing
2nd pic is when pressing croching first time
3rd pic is when pressing it again
Idk why it's below the character
I think because you putting playerCamera.transform.position = camPos Where camPos is just _controller.height. So I am assuming that your controller height is 1,8 and when you click your camera is 1,8 on y axis and your whole scene is above it?
Yea wait
I think the cam height
Is being direct assigned to the height of the character controller
Before crouching
Height of camera is 1.76
Like when it's on the player
But when it's crouching, it goes down to .48 because that's what I assigned it
It's not following the actual character controller
Hm
Just attach camera to head of your character and just change character height? I see you have animations so whenever animation will go to crouching your camera should go with it?
Or not even change character height. Just let animation do the work
I mean you will need to change height for collisions but not for camera
I tried this
directly attaching it to the head
Doesn't work
the camera just stays there
Hmm... do you have head world position? Make camera same position
I tried making the hair the parent of the camera
so that it would follow it
but it doesnt work
What is position of camera in that screen, and what is it position when character crouch?
When it is attached to hair object.
The position styas the same
Did you comment that code that set that camera position to _controller.height?
OH
Wait
I j removed the script completely
Ok let me try again
So ill parent it
And use that code
Ok
anything i need to change
i parented the camera to the hair
and i am using this code
do i need to change the code or anything
ok
hm
so the camera height didnt change
it did a little bit
but not all the way down
Are you changing playerCamera.position in any other script?
And is MainCamera object in hierarchy at x:0 y:0 z:0 as hair child?
No it's not
If it was that, it would be at the feet
Do you think I can try to hard code it
Meaning, a directly set the y position when I crouch
When object is a child of another object its coordinates are relative to parent object
So if hair is at x:1 y:1 z:1 then camera relative position as child of x: 0 y:0 z:0 will be in word position of hair. That means x:1 y:1 z:1
When camera is as child of hair just put it at 0,0,0 and see what happens
Hmm... think of it as when something is child of other thing is like you would get into car. When position 0,0,0 of car would be on driver seat and back right passenger seat would be 1,1,0. Then when car moves passenger won't change his position in car but car moves through world. So car if car would move 10 meters to right, car position would 10,0,0, and your position relative to it wouldn't change, you are still in the same place in car 1,1,0 but in world you are on 11,1,0
@ebon pawn I hope this clarifies a bit?
@azure bronze that makes sense, but what would the solution be then
When camera is child of hair it should have position of 0,0,0 so whenever hair object is moved by animation camera should be moved by it too. Unless animation isn't moving hair object.
im trying to build my game to android on unity 2019.4.21f1 and this happens
a windows build works though
and using the latest unity version breaks itself opening 2d mobile
Why I can't export my 3d game in mobile choice
@balmy stone I had similar issue. Here is link that helped me:
https://answers.unity.com/questions/1320634/unable-to-list-target-platforms-when-i-try-to-buil.html?_ga=2.231544863.1658053718.1584960161-1728369177.1518792139#
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
Yoo! That fixed it! Thank you so much!
No problem, I hope someone from Unity will see this and do something about it
How do I correctly enable "R8" on my android build?
I have enabled "R8" and "realese", but if I try to upload the .map file, I get an upload error from the google play console!
Hey. I need some help with my android game. I made a endless game where you are a airplane fly forward and you have to not get shooted by enemys. My problem is when i start the game on pc, everything works fine. But when i start it on my phone its lagging a bit but the big problem is that the bullets from the enemys are sometimes invisible and sometimes way too fast. Hope someone know how to fix it. Thanks in advance
There is no magic "work for mobile" button to fix this.
Lag can be simply an optimization thing which would require you to profile your game to see where the bottle necks are.
As for the speed of the bullets bring different, that could be how you're moving them (not using delta time for example)
Anyone have any quick ways to auto export the 47,000 image sizes required for the App Store?
@fiery rover Rider IDE is pretty good at identifying expensive operations in your code.
what should i use instead of deltaTime?
ok thanks
You should be using it. Not using it when moving things can lead to different speeds based in framerate.
That is only an example and in no way means that's your issue.
Yup, don't support Apple, problem solved :D.
There used to be some websites you could upload your content into and it would generate all the images. Not sure if those are still around (in seriousness, we actually don't support Apple anymore, as we are a VR studio).
🤌🤌🤌
Hehe. Yeah I get it. It’s what I’m doing though. Let me know if you find that site. I couldn’t find it. Perhaps my googling skills are too weak.
I imagine I'm not the first one to encounter this problem, but I'm having trouble in my mobile game when building it for different resolutions of Android phones. Is there any way around to make the objects of my world scale correctly other than creating a script that just scales them in relation to the screen ? That would mean adding a script to hundreds of objects, lol
This may help:
https://www.youtube.com/watch?v=3xXlnSetHPM
SUBSCRIBE: https://bit.ly/2Js78lE
In this video I explain what Orthographic Size is in Unity and how to calculate it for your game so that you have the perfect device zoom. I also show examples of how to adjust Orthographic size in your camera script so that you have the perfect zoom every time a scene is loaded, despite whatever d...
Thanks, I believe that helped me a lot 🙂
I'll bump my question again by using my stackoverflow post to avoid cluttering the chat for no reason -
https://stackoverflow.com/questions/72680815/how-to-opt-out-from-firebase-notifications-cloud-messaging
If anyone could assist that would be awesome, thx
Referring to Firebase CloudMessaging
So that and -
- The app icon isn't presented in the notification itself..
Having a hard time finding answers googling, as if the SDK doesn't actually fully work lol
Is anybody knows in subway surfers whether the player is moving or the stage itself is moving towards the player to create the illusion of movement?
Almost certainly the stage is moving.
How do you know, is there a trick to tell it?
You run into floating point inaccuracy problems the further you go from origo, regardless of the game engine. Another possibility is that the game snaps both the player and the stage back when it gets too far away but that's less likely because it would be harder to implement with little to no benefit compared to just moving the stage.
But moving the entire stage doesn't sound performance friendly, considering it is an mobile game
There is no difference in performance
It doesn't sound right but thanks for answering
The stage isn't a physical thing that would need to be moved with trucks or tractors... it's the same thing if you move the stage or if you move the player and the camera.
But it has more meshes in it which means more geometry for engine to perform necesarry transform calculations.
It has to do those calculations whether it moves or not
I just transfer my game to my tablat, but it's super laggy + I get these errors. I thing this error is causing the lag. Does anyone know how I can fix it?
it only happens on my tablat. not on my phone. very strange.
Hi guys i have problem with filling address in unity payout
No matter what I do i get invalid
How can I fix it?
HI, I'm using cinemachine, and i want to use it with mobile, so I want to:
With the onSwipe on Mobile the camera should rotate around the object
With Pinch (two finger zoom-in or zoom-out) I want to zoom in/out to the object in the scene
Is this possible?
Hey guys, so I'm having issues when I build my project and test it on my phone. Not only are collisions with the player not working, but the High Score is also not saving properly.
Do they work fine in the editor? Check the logcat window while your build is running...
Yeah they work perfectly fine in the editor. How do I check the logchat window?
It's located in the analysis section under windows
Hello guys!
Can anyone tell me why when I play a particle inside my unity device, it breaks the TMP UI? Has anyone had a similar bug?
Hello everyone I just ported one of my games to android but when I try to load the APK onto blue stacks I hear audio, but no unity logo appears or the game itself. Anyone have the same problem or have a solution?
I've been stuck at this for 2 days and nothing seems to work
What are the graphic settings set to? And what errors are in the Android log for Unity?
I suspect it is an autographics trying to enable Vulcan support on an emulator and not working so the GFX just goes black
Sorry but I just now fixed it. I just figured out that it reacts different on bluestacks as oppose to phone
I dont really need it working on bluestacks just phones and mobile devives
No worries complete guess on my part anyway
Thank you for the help though!
How can I get the system's local TimeZone Id on Android (Quest)? TimeZoneInfo.Local.Id just returns "Local"
But I need to send a Timezone Id string to an API in Windows or IANA format
CultureInfo I think is where you might loook
TAXES!??!?!?!?!?
Why are you replying to messages from December
I HATE TAXES!!!! THEY TAKE MONEY FROM YOU!!! GRRRRRRR
@shy plank Stop spamming.
Hello, my GPS system is not working and I think Input is the problem. In every tutorial the Input. is colored but not in my script and the same with the GUI. Does anyone have a clue why? I have installed the packages "Input system" and "Unity UI"
Your VS isn't setup correctly. #854851968446365696 -> IDE configuration
Thank you this really helped 🙂
13+ isn't considered children
If you mark an app as suitable for children, it has to be COPPA compliant.
The app is suitable to whatever age group you mark it as.
But if you choose to target under 13, ie, children, your game has to follow a very strict set of rules.
That's different than privacy policies?
That question is pretty clear cut
If your game has strong violence, or ads which don't adhere to their family policy (or whatever else would otherwise reject a child targetted app) and Google thinks a kid might look at your app and download it, then there's a chance they can reject it?
Sorry, I was referring to the 'No' answer (essentially being rejected and not able to update your game)
But yeah, otherwise, you get marked with that label possibly.
If you lower it to below 13, it'll more than just the privacy policy which you have to make sure your app adheres to. Again, it has to be compliant with a lot of rules.
Just choose whichever you think is true to your app. 🤷♂️
Use a pre-generated one and hope for the best, or lawyer. 😆
I suppose you could always look at similar games and rip their policies.
You could try using the Unity provided one:
https://unity3d.com/legal/privacy-policy
It would be just linking it yeah. Some comment online said they've never had issues using it.
Anyone navigated Google Play Services and adding the correct SHA1 fingerprints for the Play Store?
@halcyon talon termly has a free generator for mobile apps afaik
@halcyon talon https://termly.io/products/privacy-policy-generator/?ftseo
Use our privacy policy generator to create a CCPA, GDPR, and CalOPPA compliant privacy policy for your website, app, or software service.
What do you mean exactly?
Hi @fiery condor I've successfully debugged and logged in, but after uploading to the closed alpha track, even though I have credentials for the SHA1 fingerprint listed the app doesn't open the Play Game Service to login in the 'installed' version
@halcyon talon are you not an entity though, substitute business name for you?
Where the terms relate to a business name can you just substitute your name instead?
Ah, that same problem as what I had some months ago:
You probably tested with your upload fingerprint, but when you upload on play this fingerprint is replaced by that of Google's server.
In other words: the fingerprint that you set at Google Play Service must be that of Google's server.
(If I remembered correctly 😅)
@fiery condor do you mean the SHA1 key under App signing key certificate in App Integrity?
"This is the public certificate for the app signing key that Google uses to sign each of your releases. Use it to register your key with API providers. The app signing key itself is not accessible, and is kept on a secure Google server."
Yep
That's the weirdness as I have that in my Google cloud Credentials and in the App Integrity section
Also in playgames-service configuration in developer console?
I myself have 2 keys there. One key with 'android client autocreated by Google' and one with the Google SHA for google play builds. (Google SHA one has 'use this for new installations' ticked)
In Unity itself there is also a 'google play services setup' menu, The client id of the web client (autocreated by Google service) should be there.
well remove those parts
you're making it way harder than it actually is
every time I build my ios project... I get "Cocoapod installation is disabled"
is there a setting I deactivated?
@fiery condor got the credentials in developer console, 2 x keys debug and release(google signed and checked for new installs)
not sure about client id in GPS menu will check in a sec
Google Play Settings in Unity says client id not necessary for game services…
Oh, then I must be wrong 😅
It may be that it is not necessary then, but I have it filled in myself 🤷
😄
But then I wouldn't know what exactly could be going on. I'm afraid I can't help further then 😥
I'm going to have to buy a new laptop at this rate - this one is being launched out of the nearest window soon
Thanks anyway @fiery condor 😄
NP
Besides if you manage to solve it, I'm curious as to where the error was. Then I can immediately set it right in subsequent apps and help others better next time. 👍
Is there anyway to force hide Android software buttons when a Unity made game launches? I'm noticing on some phones it's putting 'fullscreen mode' software buttons right over top my game UI
"Cocoapod installation is disabled" keeps showing up when I build my ios project
I cannot run pod install when I put it on my mac
@fiery condor got it working, not entirely sure how but I think, it just took time for the credentials to filter through Google cloud to Google Play Services - there is a note that it can take anything frm 5 minutes to 3 hours…
Ah, Good to hear :)
Sleep is good it seems for fixing bugs that don't exist
Hello. Is it possible to force parental control in an application through unity? If an app is usable for kids, am I required to add Parental Controls on my own for it?
I think parental control is at the device level, so i'm not sure if you can act on it from unity 🤔
I see. But do you know how does it work when you download an app that shouldn't be used by kids for example. Or can only be used with parental supervision. How does the store make that restriction?
When you submit the app to the store you tell it what the age restriction is
If you have both adult and kid-appropriate content probably the best way is to upload two versions, regular MyApp with all content and MyApp Kids that has just the kid-friendly content
I see. Thanks. From what I read there are restrictions in analytics and retrieving user information when app is for kids. In our app we would like to retrieve user information for adults and avoid it for kids if it is forbidden. In that case would you also recommend to have 2 versions of the app?
If it's forbidden then I don't see any other option
Does anyone have any idea how to install SDKs, JDKs, NDKs, etc? Unity has completely removed the tutorials from the website and I cant find anything that helps on the internet
I just want to make a mobile environment for android that functions.
I cant install it via unity hub, unless theres a magic button im completely missing.
Ive been at this for 3 and half hours, so im at my wits end haha
did you download the editor in the Unity hub or from the unity site?
You can only add modules to those you install in the hub
that doesnt make any sense from a UX perspective but I mean what can ya do haha
Cause of errors or ?
just click install. After that you can choose modules
but I need to use a specfic version of 2020.3
and I cant choose that from the official releases
even though its an official release with LTS
Check the site. You can choose there 'download using hub'
https://unity3d.com/unity/qa/lts-releases -> your needed version -> 'Unity hub'
Ok, Thanks!
hi can somebody help me please, i have few question about build and run for android but i get errors all the time, im really a beginner so i dont know what to do... my game works perfectly on my computer then i connect my phone via usb and i share the screen to phone it works really good, but i cant build and run...
i see a warning about the testrunner
do you use that ?
please dont get me wrong, but im really a beginner, what is testrunner?
its a package for testing code inside of unity
you should be able to find it in the package manager
from there you can remove it
i have seen that it can cause issues often even if not actively used
okay thanks
every time I build my ios project In unity. I get "Cocoapod installation is disabled"
is there a setting I deactivated?
Hi guys. I have a video for main menu and when i start editor in unity, video is playing. When i build for android, video is not playing(just show a black screen). Do you have any idea about that ?
what's the best ads monetization for a unity game ?
Unity has their own ads which is easy to integrate.
Hello. Can someone tell me if there is a way for an APK to auto-update? without using GooglePlay
Nope not without a server, access rights to install an APK, etc.
Someone know whats wrong? I searched on the internet and it could be something to do with .net.
The dim line is just communicating that the namespace is unused, so it can be removed. Is that what you meant?
The class (system.collrction.generic) seems important and ist not working.
It's important only if you are using something from it.
Namely, generic collections, like List<T>
hi i want to make a touch input area for jumping only on the right half of my screen (not a ui button) O_o how can i do that
if touch input's position .x is bigger than 0.5 -> code
what am i doing wrong here
Do you get any errors?
no
It looks ok to me, except 0.5 should have an f after it. Could be something else is the issue, you should do some logs
The touch position is in pixels. So current code would mean that position.x must be larger than half a pixel, i.e. the entire screen (https://docs.unity3d.com/ScriptReference/Touch-position.html)
Use for the middle of the whole screen:
0.5f * Screen.width
```Or, if you want to use the middle of safearea:
```cs
0.5f * Screen.safeArea.width + Screen.safeArea.x
Is there a way to make raycasts/colliders more reliable on mobile? I find that sometimes the results can vary depending on the system and FPS. I have a mario-like game and sometimes the player will stomp on the enemy, and sometimes the player will take damage instead of stomping.
Hello, my app is 156 mb on app store, when only 38 mb on play store, is this normal? or did i made some mistake when uploaded on app store? expected size was 45 mb on both tbh
I have created a leaderboard using google play services
And some of my scores are ok they show up good
But some are listed as -1 rank
It thought it might be network issue but it still persists
Does anyone knows how to fix this
If yes please help me
If something like this happens there is also no way to edit the leaderboard manually
Exist a plugin to record screen in iOS and Android? (like the old NatCam)
Does anyone know how to fix this? my game on google play is just a simple top down shooter that has unity ads & IAP I changed the settings to include some things but it still says its not right
One might assume to press Go to Policy Status and see what options you might need to change.
where should i start?
with what?
Please help someone
oh this is what i was looking for i was just super busy https://docs.unity.com/ugs-overview/Resources/IAP_Google_data_safety.pdf
What does your script for the leaderboard system look like?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Hello guys, can I ask for some help? my custom shader isnt working for some android devices. It works on mine and in editor but on other devices my whole object disappears, but it still casted shadows.
I suspect lines 149 - 152, also the method in line 164, the 'playerData' parameter isn't used inside that method?
Resources would work, or use a TextAsset, or use StreamingAssets. I dislike resources and StreamingAssets you have to be careful with on mobile so I'd use TextAsset personally
Hi everyone,
I'm working on a game where in a scene in base at the server response i will activate and deactivate some GameObject from the scene.
What i would like to ask is: When i will do a Build of the game, and in future, add some more GameObject in the scene, how can i tell with Remote Config to the build i've done, that i added a new Gameobject that is not in tha build?
you could do a one way hash of each build and check it
Hello,
Anyone here has used More Mountains's FEEL asset and noticed the FPS drop with it ?
I used it today, and I was really suprised by the low FPS.
I was wondering if any of you have tried using it in production ? What would be your tips to reach 60 FPS on smartphone ?
anyone here tried debugging a native android plugin on device? goal is to be able to set break points and step through the native plugin. I'm right now trying to export the unity project to android studio and just build out the apk from there, but keep hitting this error
turns out it was a gradle version issue, switching from 7.0 to 6.9 fixed it
do people click "Default price includes tax" in google play console when setting up a price template?
guys what is the easiest way to make it so the mobile virtual keyboard pops up when you press on an input box?
yeah im not entirely sure how to use the function
i tried calling this TouchScreenKeyboard.Open("", TouchScreenKeyboardType.Default, false, false, true);
but it does nothing on neither the editor nor the unity remote
From what I found on the internet, the tskeyboard.open function doesn't work in the editor and therefore also doesn't work in remote.
Make a real build on the mobile device to test the function (The function will probably not be needed here either, because keyboard already appears automatically at most input gui)
hm ok i see i was confused because i saw someone else running osk.exe and the windows virtual keyboard appeared so i assumed the touchscreenkeyboard just didn't work
also does the keyboard close on its own when you press something outside the input gui?
Need some help with touch controls, having issues with vehicle. player, menu work fine.
I need some help on profiling issue that has been occuring for a long time now to me i.e. StdRender.ApplyShader() which is taking almost 89ms of the usage. Please let me know how can I make it better with URP.
That doesn't sound right at all, I would check if there's an URP update available @dusk harness cause it might be a bug. Either way this question is better asked in #archived-urp
Oh thanks a lot
Hi everyone. Do you know if it is possible to track the utm_source in Unity after the app was installed?
Hey guys, I am getting gradle build error upon building the game, I tried deleting the .gradle file and let unity install it, but still same error. I tried install another gradle and JDK but still nothing helped
You'll have to tell what the error is
I will send it right now, but the build is taking time(So I can reproduce the error)
C:\Users\Azzam\2020.3.26f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Users\Azzam\2019.4.14f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-5.1.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleDebug" ```
the difference between version(2019 & 2020) because I was told that changing the JDK and gradle can fix it. So I used from prev version of unity
looks like the screen buffer doesnt get cleared properly, check your camera clear flag, or add non transparent background to the scenes/menu
thanks, but i already fixed it, just forgot to delete the message.
'mouse' events doesn't work correct for touches
With multiple touches, 'mouse' position will be in center of those touches
You'll have to create a function yourself based on Input.touches and Touch.position
Do you know how I can make it work for multiple touches?
Yeah right now you are getting only one touch with Input.GetTouch(0)
you should iterate over Input.touches, it's an array of current touches
{
Vector3 wp = Camera.main.ScreenToWorldPoint(Input.touches[i].position);
...
}```
Not really, you can do something like that
hey there, having some trouble creating an android Buil with unity 2021.2.18f. Wont create the build. Just some error messages.
you can use Input.GetTouch(i) as well, I guess its better
when i try i am first prompted to update android sdk. when i do i get this
when i Use highest installed. i get further errors about the gradle version
Hi, so on my iPhone, it takes 2.05 seconds to load the LZ4-compressed Unity game data for Angry Birds from disk (150mb). It takes an additional 0.6s to decompress it, for a total of 2.65 seconds. If I load that data uncompressed from disk (880mb), it takes 4.0s. It seems like enabling LZ4 compression is almost always the best choice for mobile?
yeah, looks like it could work 😉
will the for loop have an impact on the performance?
Hmm, it looks like the disk performance is tricky to measure, due to the impact of the data being split up across smaller files vs. one large file. My updated numbers: 0.26s for reading in the compressed data + 0.32s for decompressing it, vs. 1.65s for reading in the uncompressed data. In any case, a big win for using compressed data instead of uncompressed, both in terms of startup time as well as app size.
the impact would be next to none, at most it would be 10 simultaneous touches, but in most case, it should be less than 4 touches
I have a question related to ios build
I got a success build but when I tried to run, it give me this error:
dyld: lazy symbol binding failed: Symbol not found
expected in: flat namespace
I searched and found that this error is related to library linking but there is not a single search show how to fix this. So I want to know what is the cause of this and how to fix it? since I think this is from me building to xcode project but I don't know what I did wrong
Hello, quick question. With the new unity gaming services how can I set-up AB tests?
i see the Remote config section, but no way to setup the actual AB test and view results.
Hey people, I need help with implementing an authentication system to unity for the IOS game center, most websites either redirect you to a monetized asset on the asset store or to an obsolite/depricated method, can anyone redirect me to a proper simple tutorial/document to help me with the said task ?
I implemented the following for Google Play Store using the gpgameservices package a while back, something similar to that really helps.
thank you in advance.
I'd be cautious about adopting Unitys new APIs. They have a history of radically changing those things from version to version early on, and once the costs creep up on the development, Unity likes to give it the axe.
With their costs being reigned in, internal projects shut down, and people being let go - it is a risky time to try one of their new services.
mapbox astronaut example is working fine in editor but in Android build it's showing white screen with rotated map and target.
I'd post-it-on-mapbox-forums or whatever they use for support. I only used it a few times and didn't like their framework or how they developed their Unity API's. The few times I used it, I had to throw away almost all of their code and redo it
anybody has noticed the App Tracking package has stopped working on iOS 15.5 ?
it always returns AUTHORIZED
there's no way to pass across Apple's review right now
Is that tracking popup displayed during the first startup?
I have another issue regd Apple. I have implemented Sign in with Apple using the unity's official plugin. It is working properly.
As per Apple's policy I have to implement token revoke functionality too. I'm confused whether to do this in the front end or back end. As far as I know, front end will not get a refresh or access token while signing in. It will only get a JWT id token.
im trying to get log messages using logcat but its not the same type of console messages i get in the editor
is there a way to get the console type of messages when testing on android
they are not detailed like in editor
Where can I generate 100% free privacy policy to my google play apps?
Hey is the new unity input system not support unity remote ?
i think my android build is broken i tried all the thing i could
install android studio
reinstall android build support
and many things
still doesnt work
any solution
Errors?
Check preferences -> external tools
then?
Android jdk/sdk paths
i used a yt tut which stopped the jdk error
C:\Users\Desktop\Downloads\openlogic-openjdk-8u332-b09-windows-x64\openlogic-openjdk-8u332-b09-windows-64
jdk path
C:\Users\Desktop\AppData\Local\Android\android-sdk
sdk path
If your SDK can also be found in that location, then it is correct. Otherwise click on the box with something in the trend of 'unity download location' So that he gets the sdk/jdk from the location where Unity itself puts it when downloading
C:\Program Files\Unity 2021.3.0f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK
unity path
You haven't installed SDK.
i downloaded android build support from their website
Build support, sdk&ndk and jdk are 3 different separate modules
how do i download them
See link
unity is not able to connect to my phone Unity Remote
i can only see 3 options
NONE
ANDROID
IOS
my phone is not appearing
unity is asking me to import the apk file whats the path to do so?
wdym
its just asking where to build the apk
choose the location
then send the file to ur phone
and install
So, this might be a bit random but is there any way outside of the U.S: to contact google? My Admob account keeps getting suspended because I have an Adsense account on an 9 year old gmail address which I cant recover albite still knowing the e-mail and password, solely because I lost access to that phone-number and creating a new account with my legal full name and tor on an old phone also resulted in admob getting disabled because of "avoiding systems" and at this point I feel really helpless.
ig mail google
what does ig stand for?
i guess
Well, google doesn't seem to have a support e-mail outside of the one for racial abuse in india or whatever it was.
in fact, for a company used by so many people, they seem like a completely autonomous place outside of their business products.
I selected literally every of their topics, they all just result in a link to FAQ or their community, which cant help with account related stuff.
Can anyone help me with my mobile performance ? Idk why it's literally just a cube that you can move around with touching. Even after building the game is still slow/laggy
Maybe try to go to unity hub and see if you installed the mobile build ?
Also check the dropdown if you installed the sdk and ndk
how
how do i find that tab with sdk and jdk
Preferences -> External Tools
Thanks
Have you installed the mobile
how to get this tab
where?
Click on the gear icon
F i forgot how do to install module. Try clicking on the 2020.3 or maybe the install editor ?
Heck do you remember how you even installed the android module ? I can see on you have those but maybe haven't installed the sdk
from the editor
Not from unity hub ?
Ah yes, what you downloaded was maybe only the android build but not the sdk
so how do i
Maybe on the download section ?
??
https://docs.unity3d.com/hub/manual/AddModules.html
This is how you usually install the module.
Idk how but it seems the add module button is missing on your ?
yes
it said download validation failed or smth
so i downloaded from unity archives
Well you gotta install it from here
Unless you found a workaround. There's some on the internet, just look it up
it says validation failed
?
see this
i just tried it now
https://forum.unity.com/threads/install-failed-validation-failed.1147151/
Tldr try running unity hub on admin
the title is the error (
Install failed: Validation Failed)
how do i fix this?
Cool can you give me 5 vbuck
umm.. what?
😔
I installed the Facebook SDK Unity Audience Network SDK 6.4.0 and when importing and doing force resolve I always get this warning saying some conflicting dependencies where found, tried to get it removed by deleting the file but after force resolve it create it again
so i am trying to export my game to mobile,but it won't let me,i installed all the android modules
Check the path and see if the sdkmanager.bat really exists
it existed but as a normal file but not a bat file,so i converted it and now i got this error
Can you show the console?
How did you convert the file? By renaming to .bat?
@deep belfry
yes
@deep belfry Check this out: https://stackoverflow.com/questions/61986429/android-sdkmanadger-bat-file-being-deleted-which-unity-relies-on
well it isn't deleted
and i have no idea how to reinstall the modules without uninstalling the editor
Hi all, I'm trying to issue commands and receive their output in Termux via the following Intent:
https://github.com/termux/termux-app/wiki/RUN_COMMAND-Intent#advance-examples
I've implemented an example much like the one on the GH page, and the commands are definitely running (I made several calls to mkdir and all the folders were created successfully).
However try as I might, I cannot get the onHandleIntent function on PluginResultsService to fire. I have confirmed it's not even firing at all by placing a debug line before the first line that could potentially have been returning.
Any ideas on how to further debug this?
im having trouble building to android
when i build it gives me three errors
and in the external tools it says you are missing the recommended gradle
hello?
Maybe Upgrade your gradle or re-download a new one that your unity version supports
i just downloaded unity 2021.3.6f1
with all the android components
and now it does this
ive been struggling for two weeks trying to build to android
?
Oops, sorry you're going through this..
any solutions?
Anyone know why I am unable to render a particular 3D mesh on device A (but it work on device B); both Android?
Hello I need help with downloading The IOS module I’m on Windows
Hello
anyone with this problem:
Using target API 31 in Android 12 causes freeze after Unity logo.
Unity 2019.2.8f1
i had problem when i tried to build my game UnityPlayerActivity.java uses or overrides a deprecated API.
Different graphics APIs and the shader only works on one? You can change device hardware emulaton in the editor
Not sure how stable or reliable that debug is these days mind you
Try an older / different version. Their 2020 LTS builds have broken Android support as well
But going back 1 or 2 versions usually fixes it
Thanks. Make senses. I'll take a look into that.
maybe you are seeing the android sdk root folder, the sdkmanager.bat should be in (Your android sdk folder)\tools\bin folder
I'd say download android studio and use it to download the required android sdk,
then either move/copy the android studio' sdk content into your unity's android sdk folder, or set the android sdk folder in unity preference to android studio's sdk folder
like 2019?
2019 LTS
I already fixed it,thanks for the help tho
Enable auto graphics API?
Trying to connect to profiler on phone
Getting error:
The system is running out of memory. Please close applications to free memory or free up space on the partition where the pagefile is located. Used memory (physical and paged): 44% (13362MB of 29696MB). Discarding profiler frames data.
And not getting any frame data, does anyone have idea why or where to start digging
it makes no sense to get a warning for 44% memory ?
Aslo - I am connected to phone directly via usb.
Hey guys, I am having trouble running my ios app to unity remote 5. I have my phone selected on the project settings and have it built as an ios app. Any suggestions?
I am having the same issues
whats the issue?
I have question about Mobile Notification Package. Does 'AndroidNotificationCenter.CheckScheduledNotificationStatus' gives truthy information about notification status while in runtime (While you schedule notification and stay in app). But when I close app and open it again, and try to check for status it always returns 'Unknown' as status? How does this work? Whoever answers me this please ping me, i've muted the server. Thanks
I'm trying to build to android. I used to be able to just fine, then I upgraded from normal project to URP and the first time I build to android again I get this error, how can I fix this?
Ok apparently the ndk path was too long, moving it closer to C: made it build correctly
Game runs worse after switching to URP, why is that? :/
My game seems to only want to work right in the editor, and not on Android. It works on Android just not the right way, gameobjects outta place, ui showing where its not supposed to be etc. Any suggestions?
Somebody... Anybody.!?!? In my Simba voice.
Is your game UI based?
negative
?
no, it isnt Ui based
For the UI, Fiddle with anchor presets, also check out device simulator. What's your canvas render mode set to btw?
No screen resolution is fine, UI that's supposed to pop up when a button is clicked, pops up before the button is clicked. Is the problem.
Work on your scripts
I don't believe my scripts are the problem. Maybe something in the build settings?
Elaborate on this, show a sample of how it works on editor vs mobile? Not sure it's got anything to do with build settings.
One moment.
a few things I've noticed over time. Scenes arent guaranteed to load in a particular order, so if you have a manager scene that sets things, it might be exist to do so
for any kind of toggleable UI, I always initialize my toggle bools to false, and never depend on if a gameobject is active or not in the scene
Yeah, I don't think the problem is with scene loading, and the UI that gets activated after a button click is not set to active in the editor.
well something is enabling that gameobject
either itself in an awake loop or a manager object
I am not getting any erorrs, everything seems to be running correclty. it is just now showing up on my ios device
I have Unity Remote 5 opened up and all
well that's obviously not going to work, 127.0.0.1 is a loopback ip. Connect to the device's IP