My Android build of Glitch Garden worked fairly well, except, oddly, I can only click on one UI element.
For example, if I select the cactus, I can’t then select the trophy or ‘STOP’. However, I can place all of the cacti I want, so the OnMouseDown is working. I’ve also tried clicking “stop” right at the beginning, and it does nothing.
The same game works fine in the console.
I tried an Android debug build, but then I only get “Unfortunately, Glitch Garden has stopped.” before the first screen even comes up.
Also: does everyone else’s phone seem to switch back and forth between “File transfer” and “Software installation?” Usually Unity complains there’s no phone connected, then I have to switch the phone back to “Software installation”. Debug never comes up as an option, although I did get the prompt to trust my desktop computer (and said yes, of course). It also seems like, if I do a debug build, if I change the .APK filename or not, I have to unload it before beginning debugging, or I get a crash on the phone.
Can’t help with your app problem sorry, though I’d be happy to take a look if you want to post the project.
I find that using a new/short USB cable is the best way to prevent this. You should also check out the debug options are properly set up in the developer options on your device. Sorry I can’t be more help, the android pipeline feels a bit brittle and it’s pretty device-specific.
My project is embarrassingly vanilla There’s almost no point to posting it, unless it works fine for you? I have an Android tablet, I could try on that and see what I get.
Only difference with my working builds is API 19 rather than 16. Not sure, sorry I can try to build and deploy your build to my devices if you have a repository available somewhere.
Something at the back of my mind about the “unfortunately, has stopped” thing is that you may need some sort of digital signature to approve the build for that device. I think there are some circumstances where the self-signed debug certificate isn’t good enough - it’s definitely the case with GearVR builds but I can’t remember if it applies to standard android debugging. @sampattuzzi any thoughts?
My Note Edge doesn’t fit in the Gear VR But I did want to develop mobile VR, yes. Glitch Garden is pretty much 2D though, don’t think it would work well with the Gear VR. Haven’t decided yet if I’ll upgrade to an S6 Edge or Daydream.
I did approve the device via the signature dialog, so that shouldn’t be the issue.
The phone does have some issues, when doing GPS the UI constantly has to be killed and restarted. Google Play Services times out, etc. Kaspersky says there are no viruses, though. Happens in safe mode also. I have an old Galaxy S4 I’ll try it on too.
The inability to click on anything more than once is the weird thing. Works fine on my PC, so I don’t think it’s the code.
You can just download the GlitchGarden project from GIT probably. As I mentioned, it’s pretty much the same (embarrassingly vanilla).
I did a bunch of debugging. The stock vanilla project also wouldn’t work right with respect to clicks. I also got it (not) working on a Samsung S4. (forget all the stuff about the phone problems).
I eventually found it was a problem with 5.6.0.b4 … if I rebuilt the project under 5.5.0.f3, the clicks worked fine.
Now, the weird thing is that when I open the project with 5.5.0.f3, the texture map on the floor disappears If I open it again with 5.6.0.b4, the texture is there. I’ve even dragged the bitmap back on the floor. Strange! But at least clicks work fine.
They took it as bug 872590 but it’s still marked as open.
Good idea about the blank scene, I’ll try that. Note: it doesn’t crash, clicks just aren’t consistent on the game page piece selection, but work fine on the options screen.
Nice bit of debugging there! For the texture I suggest you take a look at recreating that texture from scratch incase it didn’t downgrade properly. Reimporting the bitmap etc.
For some reason, the bitmap didn’t map in right; I just drug it into the albedo and then the texture showed up fine. Not sure why opening it with the beta would preserve the bitmap, and then opening it with 5.5.0 would get rid of it; I guess some project difference. Not sure.
I’m staying away from the beta for now, I’d rather make sure I concentrate on learning Unity properly, then I’ll mess with it