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Adaptive Performance Package


Attempting to build 64-bit APK for Google Play using Vuforia

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I have an application built in Unity 2017.4.15f1 (now migrated to 2018.3.0f2) using Vuforia version 7 (now migrated to 8.1) that I'm attempting to build with arm64 such that I can publish it to Google Play. I was able to build the application with arm64 on Unity 2017, but the camera was just a black screen when testing. I looked around and found out that 64-bit hadn't been properly supported until Vuforia v8 in Unity 2018.3. After migrating my project and attempting to build with arm64, I...

Attempting to build 64-bit APK for Google Play using Vuforia

Arg! Ive made a right meal of this, not clear what to do exactly?

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Hi all.

So ive finally got my first app just about finished. Just needs a final run of testing which I was hoping to do on the google Play store where I hoped to deploy it so the AIPs can be properly tested.

I registered with GP, paid the fees etc etc and made a hash of the deployment. so deleted the draft and started again.

Second time around I got as far as getting an .aab build set-up, the Play store accepted my app and it past all the checks. Great!

I went back to fix some more bugs...

Arg! Ive made a right meal of this, not clear what to do exactly?

Getting an App Crash when Calling UnloadUnusedAssets after calling an Android Plugin

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Im trying to use the following library:

https://github.com/tanersener/mobile-ffmpeg

And the library is working fine and is doing whats expected until i get a random crash, after some profiling i noticed a pattern on GC Allocation being released every N times i did a certain action, which matched the crashing.

I mapped a button to directly call Resources.UnloadUnusedAssets and if i press it after doing a call to the android library, the app dies.

The logcat is showing the...

Getting an App Crash when Calling UnloadUnusedAssets after calling an Android Plugin

Unity and Google Play 64-Bit Requirement

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QUESTION:
Does anyone have any extra info regarding apps using <Unity 5.6 (32-bit build) being available for 64 bit devices starting August 1, 2019? Contacted Google, but they don't really reply with much info regarding technical issues.

I have an established game using Unity 5.4.4p1 and would rather not move to 64-bit if not completely necessary (lots of fixes/changes for a 1-man team). If I'm reading the android developers blog post correctly, users of Unity <5.6 are getting an...

Unity and Google Play 64-Bit Requirement

MemoryMappedFile.CreateNew() is not working on Android

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When I run attached sample project on Windows, MemoryMappedFile.CreateNew() runs without any problem.
But when run it on Android, an exception occurs: Could not map file

I want to know
- what is the problem?
- how can I use MemoryMappedFile.CreateNew() on Android?

Android 9 : Cleartext HTTP traffic to [MY_IP] not permitted

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Hi,
I start to receive a lots of message from Android P user.
Error log on Android 9 only : "Cleartext HTTP traffic to 45.xx.xxx.xx not permitted"
This error happens during WWW request.

I tried to edit my androidmanifest :
Code (CSharp):
  1. <?xml version="1.0" encoding="utf-8"?>
  2. <manifest ...>
  3.     <uses-permission android:name="android.permission.INTERNET" />
  4.     <application
  5.         ...
  6.         android:usesCleartextTraffic="true"
  7.         ...>
  8.         ...
  9.     </application>...
Android 9 : Cleartext HTTP traffic to [MY_IP] not permitted

Very high contrast and saturation on android build (LWRP)

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Our team recently discovered that whenever we build our game for android, we get a really high saturation and contrast that looks really really bad. The first time I noticed it I thought it was only something odd in one particular test scene, because our main test device is an iPad and the game looked right whenever we build for ios.

We changed to 2019.1 a few weeks ago, but I'm not sure if we had the problem before that or if that's when it started. All android builds worked fine like a...

Very high contrast and saturation on android build (LWRP)

Promoting a new game

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Alright I know this question has been asked on the internet a ton but I am curious what means my fellow unity developers are using to promote their unity android apps.

I have seen a lot of negative opinions on advertising the app via something like Admob but I would appreciate hearing any success stories.

I know a lot of people do social networking related promotion but I don't really know how that is supposed to work so any tips on what a person does to promote an app via social...

Promoting a new game

Using the com.unity3d.player package in Java Source File Plugin

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Hello,

I would like to use the UnityPlayer class with methods such as UnitySendMessage in a custom Android plugin.
The plugin itself is a simple java File containing the following line:
Code (CSharp):
  1. import com.unity3D.player;
Additionally I have a custom mainTemplate.gradle file containing the following dependency implementation which actually should make sure that the package is included in the build.
Code (CSharp):
  1. implementation fileTree(dir: 'libs', include: ['*.jar'])
I...

Using the com.unity3d.player package in Java Source File Plugin

Opening SDK Monitor "Windows Cannot find "lib\monitor-location""

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This issue is driving me nuts, I want to monitor apps on the android but I keep getting this error when I try to open Monitor in the tools folder. I've tried the Unity installed version and I've downloaded Android Studio to use it's version and it does the exact same thing.

I've run CMD as administrative, i've changed files from read only. I cannot find the answer on google

EDIT: Apparently, Monitor has been deprecated. Apparently you use the adb logcat in CMD. Good to know. lol

How to remove android.permission.INTERNET?

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We are using Unity 5.3.5f1 pro version. In the player settings Disable HW Statistics has been checked and Internet Access is on Auto (why not include Disabled?).

Unfortunately our application still includes the android.permission.INTERNET.

How can we remove this setting from within Unity? We do not have any network communication whatsoever. The only thing I can think of are the asset bundles being loaded with the WWW classes. Although our data is loaded locally the WWW class might imply...

How to remove android.permission.INTERNET?

What is the 'static splash image'?

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It seems this should be displayed when you do not have an animated splash screen - is this how it works?

Also the docs say standard size is 320x480 which seems like some kind of legacy portrait size and not something for modern phones!

Any way if you enable VR support - but as a secondary mode, not start mode - then this is not displayed at all which is unhelpful...

(It would help to have a static splash option an all platforms, I don't understand the blurred background idea that exists!)

IL2CPP build high crash rate on il2cpp::os::FastMutex::Lock()

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We are currently using Unity 2019.2.5f1 and have used 2019.1.14f1, 2019.1.10f1 before. Regardless what Unity version we are using, our game has a high crash rate reported in Google Play Console and for many of the crashes Unity Cloud Diagnostics shows a crash stack trace like this:


Native StackTrace:

Thread 0 (crashed)
0 libunity.so 0x00000000864dc02e CrashReporting::Android::SignalHandler(int, siginfo*, void*)
1 libunity.so...


IL2CPP build high crash rate on il2cpp::eek:s::FastMutex::Lock()

Trouble on building

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Hello guys.

I've been trying to build my game, but ever since I'm getting these 4 errors as follow.

Crash when il2cpp 64bit Android app call a WWW request

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Hello guys,
My app upgrades from 5.6 to 2017.4 due to 64bit requirement of google play.
It's would crash when my app call a coroutine which would do a WWW request to my server.
Only in 64-bit version, Mono build and il2cpp 32-bit are fine.

Logcat shows

2019-11-27 16:31:42.569 26776-26891/com.myapp.app02 E/CRASH: #00 pc 0000000000491408 /data/app/com.myapp.app02-vtr3XhXUZWeFvLA3K8PK7g==/lib/arm64/libunity.so
2019-11-27 16:31:42.569 26776-26891/com.myapp.app02 E/CRASH: #01 pc...

Crash when il2cpp 64bit Android app call a WWW request

Pink Screen

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My app works fine on android phones but doesn't work on tablets.When i open the app it shows just a purple screen instead of the game

Mobile Notification Preview Package

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We’ve published a new package in the Preview repo that allows managing Mobile Notifications on Android & iOS directly from Unity.

It adds support for sending local notifications on Android. On iOS it is intended to replace the NotificationServices API (which has been available in Unity for sometime but uses a deprecated iOS API), and it implements the UserNotifications Framework.

For both Android and iOS...

Mobile Notification Preview Package

Why does my android build look different from my editor?

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Hi I am still relatively new to unity. I have ran into a lot of issues relating to my game but I have managed to solve them except for this one.

Whenever I build my android game and test it on my mobile device there are some distinct differences to how it appears in the game and scene view. Despite the fact that I have the build the game to match the exact device resolution, the sprites and UI elements all appear much more narrow and almost like squashed width wise.

Unfortunately I can not...

Why does my android build look different from my editor?

error: PLT offset too large, try linking with --long-plt

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Need Help!!! Android il2cpp build error

unity 2018.4.8 is fine. However, i upgrade to unity 2019.2.9f1.It doesn't work


Failed running F:\Unity2019.2.9f1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release"...

error: PLT offset too large, try linking with --long-plt
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