Scene freezes but game continues at back - unity3d

I'm using 2020.3.15f2 at my project. Not regularly, but sometimes game freezes visually on mobile phone. I mean that moment is always on the scene even you change to different scene. You can click everywhere, also ads are coming too. There is no sign of error on profiler or XCode.
I've tried canvas with screen space camera, and I'm just rendering a changing text with a camera. It still doesn't change. So rendering is not the main problem here I guess. I did'nt find any release notes about it. Do you know what is the issue or what is the version with fix to that problem?

Related

Google VR SDK stuck in portrait mode

I've built the app and compiled it with VR enabled and cardboard selected as my VR device. I can install and run it on my phone (Samsung S8) BUT the in game camera is stuck in portrait mode and the yew is inverted (turning my head left turns the camera right). I have scoured the internet but still can't find a way to fix this.
I've enabled VR in playersettings and added google cardboard as my VR.
I've also disabled portrait views under orientation.
I've set the camera as both a child and parent object.
I've built the app with both cardboard and daydream selected as the VR (and each individually) but still the same issue.
I've tried forcing different higher levels of API requirement
I have added and removed GvrEditorEmulator from the project and the GvrControllerMain and no luck.
I've even flipped the camera manually by a 180 degrees and this made the view be in landscape but in this case the pitch was inverted (when I look up the camera looks down) and I haven't found a way to resolve this.
In the editor view the screen looks fine, but every time I run it on my Android phone it force starts in portrait mode and the pitch or yew is inverted.
Is there a hidden option I need to switch, does anybody have more suggestions that I could try?
You can see what the app looks like when I hold the phone i portrait mode on the link bellow (the image breaks when I try to add it to the post for some reason).
https://imgur.com/a/o80NRe4
Its worth mentioning that I'm working with Unity version 2019 2.0b2 because any other version I tried would not detect my installed Android SDK and would not let me build the project. I've tried on multiple machines and always had that problem so I'm afraid of attempting an upgrade to a newer version would break my build ability.
This seems to be a known and reported issue for Google VR SDK for unity. Its been reported on their github page.
The only possible fix is reverting back to Unity 2018.3.14f1. I did this by exporting my v2019 project, then creating a new 2018.3.14f1 version project and importing the original into it. This rebuilds the project and should avoid conflicts if you're lucky.

Unity load scene after splash screen ended?

I have Unity personal so I have to show the splash screen (that is customizable in the latest versions of Unity) but I noted a weird behavior of it.In my older games my first scene show up right after the splash screen ended but now in my project the first scene seems to start loading only after the Unity splash screen ends.In fact after the splash screen a white screen show up until the scene is loaded.I've tried to set the splash screen time to 30 seconds, to give the game enough time to load, but nothing happened, after it, whether it lasts 2 or 30 seconds, the white screen still show up before the first scene and this is quite annoying because my first scene is quite big and it takes up to 10 seconds to load.My question is, is it possible to fade out the Unity splash screen only when the first scene is ready?I hope to have explained myself well and thank you!
According to the documentation for Unity 2017.1:
The Unity Splash Screen is uniform across all platforms. It displays
promptly, displaying while the first Scene loads asynchronously in the
background. This is different to your own introductory screens or
animations which can take time to appear; this is due to Unity having
to load the entire engine and first Scene before displaying them.
So with Unity 2017 you should get the desired behaviour. Since you tagged "Unity5", I think that you might not be using the most recent version. You should try to update to Unity 2017. Other than that there is nothing you can do since your license forces you do keep this splash screen
Edit
Seeing your comment, it seems that your scene is just really long to load. Longer thant the splash screen.
First thing: if this is an empty scene, it should be faster. Maybe your device is just too old. Is it quicker on the Editor on your computer? If it is an empty scene and it is that slow on a modern computer, you should contact Unity support.
If the scene is indeed big and long to load, you have two options:
You can try to improve your loading time. Use the profiler in Unity to identify the parts of yor code that are slow. Have a good look at your Start and Awake methods. If something is really long, you can try to load it step by step in a coroutine
You can add a first scene that is empty, just containing an image or text saying "loading" and this scene immediately loads your main scene. This won't improve perfs but will let users have a waiting screen instead of a blank one

When I install apk on android, one scene is black. How to fix it?

So, I made my game for Android device and I've got a menu, store, info scene and a main scene. The main scene is where I play the game. But when I hit start on the menu it loads the "MainScene" and all I can see is the GUI but nothing else. I can collect items but the scene is just black (except the GUI).
I tested out with a web player and everything was fine then changed to Android and after I installed it (several times) I looked at the black screen.
How to fix this?
(I'm using Unity 4.6.1)
Can't comment, not enough rep.
Anyway, there are lot of things that can cause a black screen to happen on Android. Here are a few to look at -
Be sure your camera is not getting deactivated (in your case maybe not).
Are you using any plugin that is using alpha channel or stencil buffer?
Any other plugin that may causing this, disable them to check.
Is your 24/32 bit buffer ticked/not on build settings?
Double check your camera settings, lighting.
Stripping level to disable and rendering path on build settings etc.
Check the game on another device.
Provide more info about the scene here
There's definitely something on that specific scene.

iPhone game display is off the screen by 10 pixels or so on the device

I recently deployed my first iPhone app, a simple game, to my testing iPhone for the first time. Everything looks and runs fine on the simulator in Xcode, but on the iPhone the whole image is shifted up about 10 pixels or so. So the gameplay goes slightly offscreen on top and has a slim white/grey bar at the bottom. Has anyone encountered this before? I do have the status bar display turned off, I'm wondering if the device handles that flag differently than the simulator. I also have the rotation hardcoded to be in portraitRight mode at all times, and I have an extra line in the code to make the simulator do that automatically that's apparently not necessary on the device.
Everything is very simple, so I'm not sure where this glitch is coming from or even where to look.
Did you use Interface Builder to create your UI? If you did, then go and check each and every XIB file(s) objects' Size & Position as well as Autosizing in Size Inspector (command-3).
It's very important to check both: your coordinates might have gone wrong after some change you did and autoscaling works in weird ways unless you attach to correct edges. Apple documentation should help http://developer.apple.com/iphone/library/documentation/DeveloperTools/Conceptual/IB_UserGuide/Layout/Layout.html

Cocos2d IPhone sprite problem

The problem is - when i load game on iphone some sprites are shown, some are not, plus CCBitmapFontAtlas labels and CCMenu button are also not visible and when i tap on the place where button have to be - there is no effect. At simulator it worked just fine. What is the reason of such strange situation?
IPad aslo works ok.
Hard to say without more detail, but it could be some issue with your build. Try cleaning your targets and republishing to make sure that your iPhone device has the exact files you want it to have. The behavior you describe could come from older versions of image files being used (say, an Atlas sprite going to a frame that used to be blank but has content in the new version).