Switch platform spotlight not working? - android

this is the built version
this is the game view version
settings
it was working fine before and building the same untill i switched platforms and built web player version and google native client version, i cannot find anything on it, before i built the other version it was just for android, im trying to revert back so they will build the same on android again, im looking for some insight on this, thank you for your time

Seems like you have to adjust your quality settings. In Unity 3.5.x go to Edit / Project Setting / Quality and ensure that more than 0 pixel lights will be rendered and shadows are enabled. I have not yet upgraded to Unity 4 but it should be similar there.
Be aware that this affects rendering performance.

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

Cardboard-xr-plugin causes the VR environment to stutter when moving the camera

When running the sample project 'HelloCardboard' from Google VR cardboard-xr-plugin on my Samsung Galaxy S9 (API Level 29) the view stutters when I look around (move the camera) in VR. This wasn't a problem when I used the old Google SDK on Unity 2019.4 in my own project.
I'm using Unity 2020.1
To make sure that it was not a performance issue, I have tested the following:
removing all assets from the demo scene, except for the camera and a simple plane
creating a new project with the cardboard xr plugin installed, without importing the 'HelloCardboard' demo scene
Since this didn't make a difference regarding the stuttering, I tried running the app after I:
installed a different SDK (which shouldn't be a problem but still)
changed the Graphics API from OpenGLES2 to OpenGLES3
None of this worked.
Does anyone know what (might) cause the stuttering? Or know where I can find the solution? Please help.
Did you try to deploy app to another smartphone?
Did you try new plugin-in Unity 2019.4?
Did you try to use 'Mono' Scripting Backend?

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

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.

shadows are showing in unity editor but not on android device

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.

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