Best regards community, in advance sorry for the structure of the message I am new here, I have been working for a while with the unity platform and now I have run into a problem, make a plugin in android studio that retrieves the path of an audio but not I managed to assemble it in the application, could you help me please, I need to assemble the audio with that route is in android, in advance thanks for the answers to the topic.,
Best regards community, in advance sorry for the structure of the message I am new here, I have been working for a while with the unity platform and now I have run into a problem, make a plugin in android studio that retrieves the path of an audio but not I managed to assemble it in the application, could you help me please, I need to assemble the audio with that route is in android, in advance thanks for the answers to the topic.
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build AudioSource from a path (Android),assemble an AudioSource from a path (android)
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WebRTC and ARCamera
Hi
I tried webRTC_android in unity. I got it working pretty good with video chat and text chat. I need to transfer my ARCore camera in webRTC video channel. The purpose is a remote AR application. I tried it but once the streams are sent the ARCore camera gets paused. Could somebody help me
Regards
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After updated from Unity 2018.2.16 to 2019.1.8, alpha channel wont show on webm video on Android devices
Hi,
i just updated my project from unity 2018.2.16 to 2019.1.8, but now my .webm (VP8) videos using VideoPlayer don't support alpha channel anymore on android.
Also, everything is fine in the unity player.
Before, everything worked fine, i checked every settings and then compared them to the 2018.2.16 project version, and nothing to notice.
On the left side, in the unity player, on the right side, on android devices
![alt text][1]
Video settings
![alt text][2]
Any idea how to fix that ? Thank you !!
[1]: https://image.noelshack.com/fichiers/2019/27/2/1562058627-nai.png
[2]: https://image.noelshack.com/fichiers/2019/27/2/1562059345-videosettings.png
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Access android external Bluetooth Camera through webcamTexture
Hello all,
I am writing an application for android using Unity, where the user can capture screenshots through the phone's camera and make some processing on the captured texture. To achieve that I am using the **WebcamTexture** class to access the available cameras.
The desired camera devices are the phone's front and back cams as well an external bluetooth camera that I have paired with the phone. However the bluetooth camera is not reckognized at all and I cannot find a way to solve that currently.
----------
Can someone propose a solution ? Is it actually possible to use an external bluetooth camera on android and access it through the webcamTexture class ?
Thank you in advance.
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AndroidVideoMedia: Error opening extractor: -10000
I have a 360 video player App that uses unity **VideoPlayer** in order to play 20 mintutes 4K videos (that makes a file size of about 4Go). The videos are dragged directly to the VideoPlayer component (without url) and are played using a script included in an asset bundle, which is built for Android platform whitout compression, and loaded to the main App using **AssetBundle.LoadFromFileAsync**.
When I try to prepare the video using **VideoPlayer.Prepare** on **Oculus Go** (and other android devices), I get the following Android error (using adb logcat with the Oculus Go plugged to the PC), and the video doesn't play:
**07-03 10:41:44.535 12064 12081 I Unity : (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
07-03 10:41:44.535 12064 12081 I Unity :
07-03 10:41:44.649 12064 12102 W Unity : AndroidVideoMedia: Error opening extractor: -10000
07-03 10:41:44.649 12064 12102 W Unity :
07-03 10:41:44.649 12064 12102 W Unity : (Filename: Line: 471)**
I have tried to part the videos into 4 pieces of 5mn by parts, wich gives 4 files of 5mn 4K videos, with about 800M0 to 1Go by video file. I've implemented a play logic that consists in:
Preparing the first and the second video.
Playing the first video.
When the first video reaches the loop point, stop the video in order to free memory, and play the second video while preparing the next one.
With this, the first and second videos are successfully prepared and played on Oculus Go, but the above Android error appears when preparing the third video.
I use **Unity 2018.3.5f1**, and the encoding settings of my videos are the following:
**3840 X 2160 - 30fps - H264 - 25M Bitrate (35M also fires the same error)**
If anyone has ever encountered this problem and solved it, please let me know how you managed to solve the issue.
Thanks in advance
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ANDROID SDK is not working / is missing
Hello everyone. First of all, I am very sorry that my English is not very good.
I'm having a problem to export from Unity to Android.
I install Unity and add the necessary JDK and SDK for the app to work on Android. But when I select "Build" in "Build and settings" I get the error of the image. I have installed the latest version of everything and have tried using the default SDK and also the Android Studio SDK. Nothing works and I'm desperate.
If anyone knows the solution, I would be very grateful.
(The image is in a Tweet because the server didn´t let me tu upload it)
Image:
https://pbs.twimg.com/media/D-j-jKtWsAEemxl.jpg
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Why does my application crash at start IOS and Android using LWRP
Hi, before I updated to unity 2018.1.8f1 my project would work fine, and not crash at all but after doing so it now crashes on startup. Here's the log from an android device: https://pastebin.com/nvAVA2P9
Any help is greatly appreciated, thanks!
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SDK Android Error build (not working/is missing)
Hello everyone. First of all, I am very sorry that my English is not very good. I'm having a problem to export from Unity to Android. I install Unity and add the necessary JDK and SDK for the app to work on Android. But when I select "Build" in "Build and settings" I get the error of the image. I have installed the latest version of everything and have tried using the default SDK and also the Android Studio SDK. Nothing works. If anyone knows the solution, I would be very grateful.
Image:
https://pbs.twimg.com/media/D-j-jKtWsAEemxl.jpg
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Trouble with button's On Click () on a real Android device
I have a Canvas and a parent that contains some objects with the Button component attached to them. OnClick function is adjusted so all the buttons work fine in Unity. When I run it on a real device through USB all these buttons react to touches by changing the state to Selected but do not work as buttons. The problem occures only when the buttons have a parent in Canvas hierarchy except Canvas itself. For example if I have the buttons only as children for Canvas the app works fine on Android phone as well. So what does it mean? It's a bug or I have some wrong build settings or it's just such a unique phone which I have?
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Android Game crash after launch
After building on Unity 2019.3.0a5 the application crashes after the splash screen and after clicking a button. I ran a logcat to see why but i can't interpret the code.`2019-07-03 14:16:10.579 30354-30389/? E/CRASH: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
2019-07-03 14:16:10.579 30354-30389/? E/CRASH: Build type 'Release', Scripting Backend 'mono', CPU 'armeabi-v7a'
2019-07-03 14:16:10.579 30354-30389/? E/CRASH: Build fingerprint: 'samsung/dreamqltesq/dreamqltesq:9/PPR1.180610.011/G950USQU5DSD3:user/release-keys'
2019-07-03 14:16:10.579 30354-30389/? E/CRASH: Revision: '12'
2019-07-03 14:16:10.579 30354-30389/? E/CRASH: pid: 30354, tid: 30389, name: Thread-9 >>> com.LITERICH.CosmoFlow <<<
2019-07-03 14:16:10.580 30354-30389/? E/CRASH: r0 00000000 r1 000076b5 r2 00000006 r3 00000008
2019-07-03 14:16:10.580 30354-30389/? E/CRASH: r4 00007692 r5 000076b5 r6 d0efebec r7 0000010c
2019-07-03 14:16:10.580 30354-30389/? E/CRASH: r8 00000000 r9 0000005b sl ef454d2c fp eeabdeac
2019-07-03 14:16:10.580 30354-30389/? E/CRASH: ip f096f3bc sp d0efebd8 lr f08d9b5d pc f08cf1d6 cpsr d0efe8e8
2019-07-03 14:16:10.580 30354-30389/? E/CRASH: backtrace:
2019-07-03 14:16:10.582 30681-30681/? I/Finsky: [2] com.google.android.finsky.scheduler.JobSchedulerEngine.a(42): Cancelling existing job with id: 9004
2019-07-03 14:16:10.583 30821-30841/? E/AASAservice-TokenRule: parseToken() : TokenFile is null
2019-07-03 14:16:10.584 30821-30841/? D/AASAservice-IntentThread: AASAIntentThread() : package = free.vpn.unblock.proxy.vpnpro, uid = -1
2019-07-03 14:16:10.584 30821-30841/? D/AASAservice-AASABinder: notifyUpdateRestrictList()
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #00 pc 0001d1d6 /system/lib/libc.so (abort+57)
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #01 pc 0034313d /system/lib/libart.so (art::Runtime::Abort(char const*)+996)
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #02 pc 0000738f /system/lib/libbase.so (android::base::LogMessage::~LogMessage()+494)
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #03 pc 001ab4e1 /system/lib/libart.so (art::IndirectReferenceTable::AbortIfNoCheckJNI(std::__1::basic_string, std::__1::allocator> const&)+172)
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #04 pc 0022c2a3 /system/lib/libart.so (art::interpreter::UnstartedRuntime::UnstartedUnsafeCompareAndSwapObject(art::Thread*, art::ShadowFrame*, art::JValue*, unsigned int)+202)
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #05 pc 00368c93 /system/lib/libart.so (art::Thread::DecodeJObject(_jobject*) const+54)
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #06 pc 0025b24f /system/lib/libart.so (art::ProfileCompilationInfo::DumpInfo(std::__1::vector> const*, bool) const+1794)
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #07 pc 00190cd7 /data/app/com.LITERICH.CosmoFlow-Knm80IkK37FHLoB1dV3zFQ==/lib/arm/libunity.so
2019-07-03 14:16:10.585 1573-7216/? E/AASATokenParser: set xml file does not exist
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #08 pc 0000592c ( (wrapper managed-to-native) UnityEngine.AndroidJNI:NewGlobalRef (intptr) {0xc75ac038} + 0x3c (0xee5a88f0 0xee5a8984) [0xeb09ef00 - Unity Root Domain]+22828)
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #09 il 00000037 at (wrapper managed-to-native) UnityEngine.AndroidJNI.NewGlobalRef (intptr) <0x00037>
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #10 il 0000003f at UnityEngine.GlobalJavaObjectRef..ctor (intptr) [0x0001a] in <896c3e57e6d144929e87b9e7a650f8fe>:0
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #11 il 0000002f at UnityEngine.AndroidJavaProxy..cctor () [0x0000a] in <896c3e57e6d144929e87b9e7a650f8fe>:0
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #12 il 0000006f at (wrapper runtime-invoke) object.runtime_invoke_void (object,intptr,intptr,intptr) <0x0006f>
2019-07-03 14:16:10.585 30354-30389/? E/CRASH: #13 il 00000077 at (wrapper runtime-invoke) object.runtime_invoke_virtual_void__this__ (object,intptr,intptr,intptr) <0x00077>`
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How do I rotate a sphere while swiping, in the direction that I am swiping ?
So, as the title says I want that if I rotate left,right,up,down or in diagonal my object moves in that specific direction.
The problem is that I want to make it logical for the user, picture this:
The camera is looking at this sphere object. The user swipes left, in that case the object should always move towards left (regardless of its orientation).
I had some results with this:
void Update()
{
if (Input.touchCount == 1)
{
// GET TOUCH 0
Touch touch0 = Input.GetTouch(0);
// APPLY ROTATION
if (touch0.phase == TouchPhase.Moved)
{
transform.Rotate(0f, -touch0.deltaPosition.x*Time.deltaTime*5*AdjustForVertical(), 0f);
transform.Rotate(-touch0.deltaPosition.y*Time.deltaTime*5*AdjustForHorizontal(), 0f, 0f);
}
}
}
float AdjustForVertical() {
if (Vector3.Dot(transform.up, Vector3.down) > 0)
{
return -1;
}
else
{
return 1;
}
}
float AdjustForHorizontal() {
if (Vector3.Dot(transform.right, Vector3.left) > 0)
{
return -1;
}
else
{
return 1;
}
}
The problem is that once orientation changes the object moves in another direction which only makes it confusing for a player..
May game is going to be on android so I use touches. I would prefer if you could show me hints with touches as well.
Thank you so much and let me know if you have any idea how to achieve this.
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DllNotFoundException: Unable to load DLL 'gpg': The specified module could not be found.
Hi!Recently we upgraded our project from unity 2017.2.1f1 to 2019.1.8, we solved the most of the problems, but when we build with arm64 selected, we cannot login in google play services.Arm7 works fine with no errors.I found some other answers about this issue, but none of them worked for us.Is there any official solution for this yet?
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build Audio Source with path(android)
build Audio with path
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project stopped producing android apk file for no reason
I have a project for which I suddenly find it won't produce the apk file for android. The thing is, it DID produce a couple earlier tonight but I can't think of anything I did to cause it to stop. When I go through a build now I only get an .aab file and a .symbols file. Absolutely the only thing I think is different is that I changed the build number because Google Developer console was refusing to accept the apks did manage to generate tonight.I tried changing the project over to a Windows 10 build, doing a Windows 10 build, and then switching back to android. I tried restarting Unity,I tried rebooting the system. When it asks you to select the build location, is there some specific "thing" you type in? It defaults to the Build directory under your project directory and starts with a blank 1st part of a filename and with a aab extension. I've tried putting in different names and changing from .aab to "all files". The builds are completing successfully. And I DID get two apk files. I recall that for one of them I had indeed incremented up the bundle number, I got an apk, but then the Google Developer console claimed that I was still using an already-used bundle number. So...that looked like when I generated that apk that even though I had changed the bundle number that it didn't "take" in the actual build. Any suggestions? I'm having to go through this because Google is forcing me to add/include a 64 bit build.
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android.os.DeadObjectException, crashes on launch
Hi,
I'm having an issue building for Android. The build goes fine but the app crashes instantly on launch and for the life of me I can't figure out why. It seemed to begin out of nowhere, I've gone back to an earlier commit & tried to build with no luck. I also tried deleting Library & other unnecessary folder from the project.
I'm using Unity version 2019.1.8f1 & also tried building with 2019.1.6.f1.
Can you shed light on this issue?
> (Filename: ./Runtime/SceneManager/SceneManager.cpp Line: 559)
2019-07-04 14:02:36.540 14403-14420/? I/Unity: Please log in first...
myApp.FirebaseManager:CheckLoginStatus()
myApp.d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 48)
2019-07-04 14:02:36.559 3829-5742/? V/WindowManager: Relayout Window{9d6f41b u0 com.operose.myApp/com.unity3d.player.UnityPlayerActivity}: viewVisibility=0 req=2220x1080 {(0,0)(fillxfill) sim={adjust=pan} layoutInDisplayCutoutMode=never ty=BASE_APPLICATION fmt=TRANSLUCENT wanim=0x10302fe
fl=LAYOUT_IN_SCREEN FULLSCREEN LAYOUT_INSET_DECOR SPLIT_TOUCH DRAWS_SYSTEM_BAR_BACKGROUNDS
pfl=FORCE_DRAW_STATUS_BAR_BACKGROUND remains{ 0x1000000 }
vsysui=HIDE_NAVIGATION FULLSCREEN LAYOUT_STABLE LAYOUT_HIDE_NAVIGATION LAYOUT_FULLSCREEN IMMERSIVE_STICKY LIGHT_NAVIGATION_BAR naviIconColor=0}
2019-07-04 14:02:36.565 14403-14403/? D/ViewRootImpl@a427a91[UnityPlayerActivity]: Relayout returned: old=[0,0][2220,1080] new=[0,0][2220,1080] result=0x1 surface={valid=true 488487940096} changed=false
2019-07-04 14:02:36.577 14403-14420/? E/CRASH: pid: 14403, tid: 14420, name: UnityMain >>> com.operose.myApp <<<
2019-07-04 14:02:36.577 3413-3413/? E/audit: type=1701 audit(1562238156.573:8057): auid=4294967295 uid=10453 gid=10453 ses=4294967295 subj=u:r:untrusted_app:s0:c197,c257,c512,c768 pid=14403 comm="UnityMain" exe="/system/bin/app_process64" sig=11
2019-07-04 14:02:36.695 3829-3993/? W/InputDispatcher: channel '9d6f41b com.operose.myApp/com.unity3d.player.UnityPlayerActivity (server)' ~ Consumer closed input channel or an error occurred. events=0x9, fd=465
2019-07-04 14:02:36.695 3829-3993/? E/InputDispatcher: channel '9d6f41b com.operose.myApp/com.unity3d.player.UnityPlayerActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
2019-07-04 14:02:36.696 3829-4664/? I/WindowManager: WIN DEATH: Window{9d6f41b u0 com.operose.myApp/com.unity3d.player.UnityPlayerActivity}
2019-07-04 14:02:36.696 3829-4664/? W/InputDispatcher: Attempted to unregister already unregistered input channel '9d6f41b com.operose.myApp/com.unity3d.player.UnityPlayerActivity (server)'
2019-07-04 14:02:36.696 3829-4664/? V/WindowManager: Remove Window{9d6f41b u0 com.operose.myApp/com.unity3d.player.UnityPlayerActivity}: mSurfaceController=Surface(name=com.operose.myApp/com.unity3d.player.UnityPlayerActivity[14403])/@0x95bb7cd mAnimatingExit=false mRemoveOnExit=false mHasSurface=true surfaceShowing=true isAnimationSet=false app-animation=false mWillReplaceWindow=false inPendingTransaction=false mDisplayFrozen=false callers=com.android.server.wm.WindowState.access$300:280 com.android.server.wm.WindowState$DeathRecipient.binderDied:3342 android.os.BinderProxy.sendDeathNotice:1209
2019-07-04 14:02:36.696 3308-3308/? I/SurfaceFlinger: id=5862 Removed SurfaceView - com.operose.myApp/com.unity3d.player.UnityPlayerActivity@ccc8df6@0[14403]#0 (1/78)
2019-07-04 14:02:36.697 3829-4664/? I/WindowManager: Destroying surface Surface(name=com.operose.myApp/com.unity3d.player.UnityPlayerActivity[14403])/@0x95bb7cd called by com.android.server.wm.WindowStateAnimator.destroySurface:1880 com.android.server.wm.WindowStateAnimator.destroySurfaceLocked:838 com.android.server.wm.WindowState.removeImmediately:2708 com.android.server.wm.WindowState.removeIfPossible:2858 com.android.server.wm.WindowState.access$300:280 com.android.server.wm.WindowState$DeathRecipient.binderDied:3342 android.os.BinderProxy.sendDeathNotice:1209
2019-07-04 14:02:36.697 3308-5213/? I/SurfaceFlinger: id=5861 Removed com.operose.myApp/com.unity3d.player.UnityPlayerActivity[14403]#0 (0/77)
2019-07-04 14:02:36.697 3829-6506/? W/ActivityManager: Force removing ActivityRecord{7e8c8b1 u0 com.operose.myApp/com.unity3d.player.UnityPlayerActivity t6649}: app died, no saved state
2019-07-04 14:02:36.702 3308-3343/? I/SurfaceFlinger: id=5858 Removed 9d6f41b com.operose.myApp/com.unity3d.player.UnityPlayerActivity#0 (0/75)
2019-07-04 14:02:36.703 3829-4664/? V/WindowManager: Changing focus from Window{9d6f41b u0 com.operose.myApp/com.unity3d.player.UnityPlayerActivity} to null Callers=com.android.server.wm.WindowState.removeIfPossible:2864 com.android.server.wm.WindowState.access$300:280 com.android.server.wm.WindowState$DeathRecipient.binderDied:3342 android.os.BinderProxy.sendDeathNotice:1209
2019-07-04 14:02:36.705 3308-3308/? I/Layer: id=5858 onRemoved 9d6f41b com.operose.myApp/com.unity3d.player.UnityPlayerActivity#0
2019-07-04 14:02:36.705 3308-3308/? I/Layer: id=5861 onRemoved com.operose.myApp/com.unity3d.player.UnityPlayerActivity[14403]#0
2019-07-04 14:02:36.706 3308-3308/? I/Layer: id=5863 onRemoved Background for -SurfaceView - com.operose.myApp/com.unity3d.player.UnityPlayerActivity@ccc8df6@0[14403]#0
2019-07-04 14:02:36.707 3308-3308/? I/Layer: id=5862 onRemoved SurfaceView - com.operose.myApp/com.unity3d.player.UnityPlayerActivity@ccc8df6@0[14403]#0
2019-07-04 14:02:36.707 3829-6506/? I/WindowManager: Cancelling animation restarting=false, leash=null, surface=Surface(name=AppWindowToken{d12e117 token=Token{5299196 ActivityRecord{7e8c8b1 u0 com.operose.myApp/com.unity3d.player.UnityPlayerActivity t6649}}})/@0xc5cb93, parent=Surface(name=Task=6649)/@0xf15c456
2019-07-04 14:02:36.708 3308-3343/? I/SurfaceFlinger: id=5852 Removed AppWindowToken{d12e117 token=Token{5299196 ActivityRecord{7e8c8b1 u0 com.operose.myApp/com.unity3d.player.UnityPlayerActivity t6649}}}#0 (0/74)
2019-07-04 14:02:36.722 3308-3308/? I/Layer: id=5852 onRemoved AppWindowToken{d12e117 token=Token{5299196 ActivityRecord{7e8c8b1 u0 com.operose.myApp/com.unity3d.player.UnityPlayerActivity t6649}}}#0
2019-07-04 14:02:36.833 3829-3869/? D/WindowManager: reportFocusChangedSerialized, focused=false, inTouchMode=true, win=Window{9d6f41b u0 com.operose.myApp/com.unity3d.player.UnityPlayerActivity}
2019-07-04 14:02:36.833 3829-3869/? E/WindowManager: RemoteException occurs on reporting focusChanged, w=Window{9d6f41b u0 com.operose.myApp/com.unity3d.player.UnityPlayerActivity}
android.os.DeadObjectException
at android.os.BinderProxy.transactNative(Native Method)
at android.os.BinderProxy.transact(Binder.java:1143)
at android.view.IWindow$Stub$Proxy.windowFocusChanged(IWindow.java:500)
at com.android.server.wm.WindowState.reportFocusChangedSerialized(WindowState.java:3903)
at com.android.server.wm.WindowManagerService$H.handleMessage(WindowManagerService.java:5426)
at android.os.Handler.dispatchMessage(Handler.java:106)
at android.os.Looper.loop(Looper.java:214)
at android.os.HandlerThread.run(HandlerThread.java:65)
at com.android.server.ServiceThread.run(ServiceThread.java:44)
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Unity 2019.1: Unity Remote control not working properly
Hi,
I am trying to create a android game using Unity 2019.1. It's like a online MMO game. But I am having some problem to use Unity Remote for android. I can not connect it with my unity.
My phone is Helio S10 and I have installed the latest version of Java SE Development Kit from here:
https://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html
I think this is the official website for Java SE Development Kit.
I have also searched about my problem in google and I have found this: https://answers.unity.com/questions/1356597/unity-remote-5-not-working-2.html
I have done everything what is explained there to solve this problem. But nothing works. What Can I do now?
Please Note That, I have downloaded Android SDK from a third party website NearFile.com as I couldn't find any official website to download it.
Hope someone will share the solution soon. I need the solution urgent.
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Input.Gyro + samsung s10+ = fliped orientation
Our unity (2019.1.2.f1) app has a special issue on the samasung s10+ ,where if we turn unity's gyro on (Input.Gyro.enabled= true) the screen orientation get flipped at random times so it always upside down,
we didn't have any issues until we started using the gyro so we guess it is related,
googling for this issue yielded nothing.
did anyone came across this issue ? is there a fix (that doesn't involve turning auto rotate off) ?
Thanks.
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Gradle build error Unity 2019.1.6f1
I found out that unity has deprecated the internal build system and has defaulted to gradle. I've not built with the gradle build system before, and now after upgrading to unity 2019.1 full version, I can't build an android project. Here are the screenshots when my build is almost completed:
![Screenshot1][1]
![Screenshot2][2]
![Screenshot3][3]
![Screenshot4][4]
![Screenshot5][5]
![Screenshot6][6]
[1]: https://gyazo.com/8498a93d45c0f5e3ce1a05f94499fb27
[2]: https://gyazo.com/9546860c1fbab64063ebbb8b892854a5
[3]: ttps://gyazo.com/a1c74396a232cf7f7a56d44d994825a6
[4]: https://gyazo.com/242c3428489ff0a914d478e089cc430c
[5]: https://gyazo.com/8701428d7aa73d1077f2358ed2942535
[6]: https://gyazo.com/615f1224e3857ff17ddd0e8c2cac8ae1
And, I installed the android module using unity hub, what can I do to fix this?
↧
IL2CPP Breaking App
So, i have a basic Unity app i've made, compiled with mono everything is working fine, if i use IL2CPP in order to compile a 64 bit compliant version everything breaks, is there a way to get Mono to support building a 64 bit compliant app as this is required for the google play store
Mono already supports x64 so i'm confused as to why you haven't just updated Unity to support it
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How to use external audio file in Android application? ,How to read external audio files on Android?
Making an audio player for Android on Unity. Question: how to make so that the program can use audiofile stored on the device and not upload them in advance in Unity itself? And if it is possible, is it possible to implement it in such a way that the audilfiles can be simply thrown into one folder, and inside the application to specify its directory from a mobile device?
(preferably without plugins, but if nothing else left, it is better than nothing)
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