Unity android build screen freeze - android

So, my game in the windows build works perfectly but it freezes in my android build when my gamescene is finally loaded. It's a network game so I can see my android player moving, it's just that the screen it's permanently frozen. I have no errors in console and in one of my build I managed to get this: not sure if it helps, not sure what to do
enter image description here

Use Vulkan API for Android - instead of GLES: https://docs.unity3d.com/Manual/GraphicsAPIs.html

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My Unity game for Android does not work in Bluestacks

I just launched my game on Google Play, it works fine on Android devices, but if I try to boot it though Bluestacks emulator the Unity splash (sometimes) shows and after that only a dark grey screen and nothing happens
This is how it looks after the Unity Splash intro
I have tried to install the game though Google Play and by installing the Apk file itself, both ways dont work.
I'm using v2021.1.18f1 to build the game
The game itself is here https://play.google.com/store/apps/details?id=com.BrokenGlass.TapNinja
Thank you.
UPDATE
I fixed it by changing a lot of settings in the Player Settings, not sure which is the one that actually made it work. Raguels answers was partially correct, but changing only the Graphics API did not work.
This is how my Player Settings look
It is happening because you didn't include some of the supported graphics API in your android build. Bluestacks might not work if you omit OpenGLES2. Make sure you have OpenGLES 2 in your supported graphic APIs. You can find it in Project Settings/Player/Other Settings
To make it available, you will have to change the Color space from Linear to Gamma.
For me worked changing "Optimized Frame Pacing" to disabled, in Proyect Settings/Player/Resolution and Presentation

Stuck on 'Tap a surface to add the Local Anchor'

I'm trying to run through the instructions or the basic demo here: https://learn.microsoft.com/en-us/azure/spatial-anchors/quickstarts/get-started-unity-android Everything seems to go fine however when running the app on my Galaxy S8+, the script seems to go no further than displaying the message 'Tap a surface to add the Local Anchor' with a Next Step button below. No amount of tapping gets me further.
The camera is working.
I'm using Unity 2018.3.11f1
ARCore 1.50 as indicated in the instructions.
I've also tried exporting and building in Android studio and deploying and still nothing. I did make sure I had ARCore Supported selected in the Player Settings --> XR Settings
Anyone else encounter this?

Vuforia Object Recognition Unity Sample results in Android Black Screen

I am developing using Unity5.3.5f1 (64 Bit) and have a problem with a black screen on my Nexus 7 Android version 4.4.3 every time I try to launch the app.
I try to implement the Vuforia Object Recognition Unity Sample (https://developer.vuforia.com/library//articles/Training/Vuforia-Object-Recognition-Unity-Sample-Guide) so it should work while I followed the instructions.
I didn't modify the code, just followed the instructions to add the 3D target.
I followed the hints of the developer forum to set the player settings for building https://developer.vuforia.com/forum/issues-and-bugs/camera-not-working-when-app-installed-mobile but nothing changed the situation:
Setting Rendering Path to "Legacy Deffer"
changing the Minimum API Level to Android 4.2
enable "GPU skinning"
set graphics APIs to "OpenGLES2"
I have noticed a lot of problems between unity and mobile devices when building. There seems to be some residual meta data left on the device from unity so not all changes end up working properly (which holds the information of what objects the script is attached to). I had an instance where I deleted EVERYTHING in my scene and I had a debug script attached to some of those items that would output some text to the Xcode console in the scripts start() method. After cleaning out the entire scene and redeploying that debug script was sill outputting to the console. I deleted the .meta file associated with that script and redeployed. This deletion stopped the file from running. I have noticed that restarting the device can also fix this issue. Also deleting the meta, deploying, then undoing the delete and running again also fixes some of these issues. You will NOT notice this problem when developing in unity and breakpoints will never be hit, but it will still happen on the mobile device and even run scripts that you completely disabled.

Unity app crashes on Google Tango device

I created a new Unity Project which just has a simple Main camera and a Directional Light. I added the scene and chose Android as my build environment. When I "Build and Run" my Unity app always crashes and does not start the game. I tried building the same apk on other (non-tango) android device and it seems to load fine. I haven't even added my Tango prefabs yet (although i did try adding them but no luck).
Am I missing something ? Has anyone else experienced this problem ?
P.S.: My other tango unity samples seem to run fine.
Try following the steps in https://developers.google.com/project-tango/apis/unity/unity-prefab-motion-tracking. They also have some suggested Player Settings for Default Orientation (Landscape Left) and Min API (17).
Try disabling "Dynamic Batching" in android player settings and disable "Draw Default UX Exceptions" in Tango Ux Script, which did the trick for me

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Again I'm just trying to get the framework itself working but even that seems impossible. Does anyone have any suggestions?
I'm pretty sure you have a javascript error (see console log), or maybe you have debug enabled on ImpactJS (debug requires DOM, not supported by CocoonJS)

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