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
Related
I made an Android game in Unity and the installed APK's graphics looked good, then I uploaded it to Google Play and downloaded it when it got published and it has a different resolution now. I only have one quality level in the 'Quality Settings' tab and I tried to change every option there and in the 'Graphics' and 'Player' settings as well but nothing worked. I thought the problem was the Samsung Game Launcher app as it automatically included the published game but not the test APK but removing the game from it didn't help.
Even the Splash Screen looks more pixelated in the published one.
Original APK's splash logo
Published game's splash logo
I couldn't find any solution to the problem at the online forums and I'm out of ideas so I'd appreciate any new thought.
Thanks in advance.
For anyone facing this problem, it was caused by the Samsung game optimizing service that automatically reduced the resolution of the installed games. I was able to override this through the Samsung 'Game Plugins' app with the 'Game Booster Plus' plugin. I still don't understand why Samsung uses Game Launcher by defult if you can't even set game quality properly with it but the problem is solved at least.
Background
I have a live wallpaper that uses the relatively new API (from Android 8.1 - API 26) to request the OS to use customized colors:
https://developer.android.com/reference/android/service/wallpaper/WallpaperService.Engine.html#notifyColorsChanged()
https://developer.android.com/reference/android/service/wallpaper/WallpaperService.Engine#onComputeColors()
The problem
On Android 8.1 and even on Android P DP1, all worked fine with these functions, as they did what normal wallpaper do with the colors, affecting the notification drawer if the color that was chosen is dark enough. Here's a comparison between choosing a non-dark color and choosing a dark color background:
Thing is, on Android P beta (DP2), even though this function get called, it doesn't do anything, ever.
To test it on your own, you can try the full project I've published here.
What I've found
I thought that maybe the API has changed, so I've tried to find which functions are available, but I couldn't see anything that's new.
I've tried to use various ways to return the customized colors:
a. WallpaperColors(Color.valueOf(0xff000000.toInt()), Color.valueOf(0xff000000.toInt()), Color.valueOf(0xff000000.toInt()))
b. WallpaperColors.fromDrawable(ColorDrawable(0xff000000.toInt()))
c. WallpaperColors.fromDrawable(BitmapDrawable(completelyBlackBitmap))
d. WallpaperColors.fromBitmap(completelyBlackBitmap)
Sadly none worked (fromBitmap is the one that works well on Android 8.1).
Seeing this, I've re-checked that my code is ok, and noticed that the built in live wallpaper works fine, and that selecting a solid black wallpaper (instead of live wallpaper) also affected the UI of the OS.
Seeing that it works with built in apps, I've reported to Google about this issue, only to find out that they don't understand what I'm talking about, and each time I've tried to tell them they've misunderstood it differently:
https://issuetracker.google.com/issues/79404938
https://issuetracker.google.com/issues/79665215
https://issuetracker.google.com/issues/80029770
I wanted to make sure it's not an issue with just my app, but with others too, so I've tested Muzei live wallpaper app, which is actually made by one of Google's own developers. The issue indeed occurs there too, while working fine on Android 8.1.
I was just curious, and wanted to check if the issue could occur if I've moved Muzei to be a system app, but after doing so, I've seen the issue still exists.
The questions
How come it doesn't work anymore?
Is there a workaround/fix for this?
Why does it work fine for built in apps and for normal wallpapers, but not for third party apps? I don't think their code is any difference.
OK, Google confirmed it's a bug, which will be fixed on later version:
The development team has fixed the issue that you have reported and it
will be available in a future build.
And, it works fine now on DP4 (beta 3) of Android P.
I'm wondering why in every tutorial I watch the preview section looks like this: i.e it has the actual device shown as preview and has a button for linking it to an activity
When mine looks like this: for some reason doesn't have the device
I'm sure I've just not installed something correctly or not clicked a checkbox, or a version of something is wrong but after some googling i can't seem to work out what it is. Any help would be greatly appreciated.
Newer versions of Android Studio do not show the device bezel by default. Everything looks installed correctly.
Look at the Android Studio window title.
Your video is using 2.0 Beta, and your newer version just doesn't have the bezel.
You'll also notice there's different buttons around the screen preview area.
You could disable it in older versions, I'm not sure if it's completely gone but it was probably removed because it took up screen space and didn't serve much purpose
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
I am doing a game in unity game engine .
I started developing the game in 4.6 but later on unity 5 get released so i upgraded my project to unity 5 version now my game running on android devices but i have one problem with shadows of game-objects which are showed in unity editor but not on the device.I am not able sort out this problem. I am also using NGUI for game user interface.
just changed the quality settings to fastest
you can find that option in edit->project settings->quality->then in right side you will see levels for different platforms set it to fastest
this worked for me
Check your quality settings (Edit/Project Settings/Quality) and make sure the default quality level for Android has shadows enabled.
I had this problem too, and then discovered that it was a limitation of the device I was using. On a slightly older Asus Nexus 7 tablet, shadows wouldn't appear, no matter what I did in the Quality Settings. I switched to a Lenovo Yoga 2 tablet and everything worked fine.