shadows are showing in unity editor but not on android device - android

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.

Related

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

Unity GoogleVR1.2 Cardboard displays upside down on Samsung

Currently, I am trying to make the Virtual Tour app to play with cardboard, then get the demo completed and it's working like a charm in Editor Play mode and on my Lenovo Phab 2 phone. Unfortunately, when I install it on Samsung Note 9, the app displays upside down. I have tried change the orientation in player setting and edit the android manifest but still no luck are there any one know the solution? or is it the bug in GoogleVRSDK or Unity ,caused at first there is the lack in app build that Unity build the app as normal app not Cardboard one even GoogleVR Demo scene, but after restart Unity it works fine.
This is apparently an issue with Unity 2019.1.x and both Android and iOS.
Either, switch rendering from Vulkan to OpenGLES3 (Android, not sure about iOS)
Or, downgrade to 2018.3.14f (is said to work for both iOS and Android)
Track updates here:
https://github.com/googlevr/gvr-unity-sdk/issues/1030
https://github.com/googlevr/gvr-unity-sdk/issues/1031

Can we based on Android Studio Emulators for different display screens create the App

Can we based on Android Studio Emulators for different display screens create the App? Can we trust Android Studio Emulators ?
I mean for example whatever that's displayed on the Nexus 7 Emulator, would be exactly the same as it is really displayed on the real Tablet itself.
Yes, we can.
I've compared lots of emulators vs real devices - they are almost identical
Android Emulators give you a basic idea of different layout. Padding and pixel adjustment may be different in real device due to difference between system screen resolution and real device screen resolution.
The Android Emulator is built hand-in-hand with the Android platform for the Android SDK. Moreover, the latest Android Emulator system images (API 24+) 100% pass the Android Compatibility Definition, so that you can have even more assurance that app behavior will be exactly the same between the Android Emulator and a physical Android device.

How do I create an emulator in Ecllipse Juno

May be my question seems to be dumb as i'm new baby to this...
I'm trying to run an android application in 7 inch Samsung Galaxy tab(7 inch)...everything work fine but when i move on to Samsung Galaxy Tab S2(10 inch) i faced an alignment issue in my application...Getting crashed sometimes too.
Can anyone suggest what should i do to resolve it...Have to create separate layout files for 10 inch tablet????
Please also tell me how can i test my application in an Samsung Galaxy Tab S2 10 inch emulator.
I can really recommend using Genymotion as an Emulator. It' very fast, and only has some minor limitations as free version, like you might not be able to use Google APIs.
It also provides predefined settings for different Devices.
If you don't want to use a third Party Emu, you could of course use the Android Studio Emulator too.
For the crashes: get used to use the Debugger and to using Unit Tests.
I would also recommend switching from Eclipse to Android Studio, since Eclipse is no longer the supported IDE by Google. Migrating your project shouldn't be a hassle.
Without your Layout code people won't be able to help you on that part.

Delphi XE5 Android app running slow on Google Nexus 10

We are evaluating Delphi XE5 specifically to see how easy it is to develop mobile apps. We have developed a simple Android app that scrolls through a TClientDataset using a DBNavigator. The application comprises a few input fields, labels and slider controls (TSwitch).
Everything works ok and sliders (animations) are responsive, except on a Google Nexus 10 (Android 4.3) where everything happens in slow motion. It is like the app is still running in emulator mode. (A sliding button takes over 2 seconds to move from left to right!)
We have successfully tested the app on a Samsung Galaxy S3 (Android 4.1.2) and a HTC One (4.2.2) and the UI is as responsive as one would expect.
Update.
We asked the question at Code Rage 8 and they are referring it to the R&D Department. Will update when or if we get an answer.
I see mention of the screen resolution in comments. Has it actually been determined that it is the screen resolution that is the issue here?
Can you go into the developer options on the Nexus and try anything there that forces GPU usage or whatever might potentially help things along graphics-wise?
And is there anything clue-like in logcat? Run monitor.bat in the Android SDK tools directory or, if the path to it has spaces in, then that won't work so run ddms.bat instead from the same location (DDMS doesn't abort due to spaces in the path).
It would be good to get more evidence on the problem, rather than (educated) guesswork.
If it turns out to be screen size, well that will be interesting for Embo.

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