How to fix google play console unsupported devices(OpenGL ES and framework version) - unity3d

I uploaded my unity android game in Google Play Console but got many unsupported devices. Reasons for devices being unsupported are
Doesn't support required OpenGL ES version: 3.0
Doesn't support framework version: 22 and onwards
In Project Settings> Other Settings I have set Graphics APIs Vulkan, OpenGLES3 and OpenGLE2 in that order and
Minimum API Level: Android 4.4 'KitKat' (API level 19)
Target API Level: Automatic (highest installed)
I tried setting Auto Graphics API and changing the order of the APIs in list but still get the same result

First of all, it is normal that there are a few unsupported cell phone models in the Playstore. There are such a large number of devices that its not possible to modify your app for all of them.
1
So I have also published a game from Unity to the playstore.
I haven't played around with the Graphics API at all. I set it to Automatic (the default values ​​are DirectX 3.0, DirectX 2.0)
and it works fine.
In your case, Vulkan might get used to build and google does not like it.
2
Probably the fix from number 1 will fix this problem, but to really help, we need more informations.

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I cannot show the google maps on iOS when I used the flutter to development

I cannot show the google maps on iOS when I used the flutter to development.
I don't know why it cannot show it, but can show marker icon....
the function can running in Android, but cannot running in iOS
Your API key must persist the properties for using the iOS platform.
So, enabling Maps SDK for iOS platform should work.
Also, check your installed XCode and target sdk version: it must be higher that 12.0
Here is the documentation link

build error UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors

The following error occurs when unity builds with Android phone.
enter image description here
The first time you don't set anything up, the build will succeed.
However, after downloading the ar foundation and arcore xr plugin package, the following error occurs.
What's the reason?
As the error at the top says, you have the Vulkan graphics API enabled and it’s not supported by ARCore. Go into Player Settings > Android and remove Vulkan from the list of graphics APIs. (If it’s not listed because Graphics API is set to Auto you’ll need to disable Auto I guess).

Annotator 2.0.0-alpha.3 not working in touch devices

I am using annotator js(2.0.0-alpha.3) in my application it works well in desktop and in touch devices it is not working.
I see in documentation when we use 1.2 version we can use a touch plugin but for version 2.0.0 we dont have any plugin but we have native mobile support.
And also in documentation I can see for 2.1 version these are the changes available
https://github.com/openannotation/annotator/blob/master/doc/roadmap.rst
The main goals for this release, which we aim to ship by Jan 1, 2016 (with a major feature freeze on Nov 15):
Support for selections made using the keyboard
Support in the core for annotation on touch devices
Support for multiple typed selectors in annotations
Support for components that resolve (‘reanchor’) an annotation’s
selectors into a form suitable for display in the page
But I could nt see any 2.1 version in github so wanted to know whether we have updated information on the same.

Should I use "Daydream technical preview" version of Unity to develop for Cardboard?

Is it a requirement to use the "Daydream technical preview" version of Unity with Google VR SDK, even if I am targeting Google Cardboard? I don't think this is clear from the documentation, and I don't want a development environment which is Daydream-specific.
Currently, I have installed Unity 5.5.1f1 and Google VR SDK 1.20. However, in player settings, I do not get any of the Cardboard/Daydream options shown in this screenshot:
https://developers.google.com/vr/unity/get-started#prerequisites
Is it a requirement to use the "Daydream technical preview" version of
Unity with Google VR SDK, even if I am targeting Google Cardboard?
No. If you are building for Daydream then you need the Daydream technical preview. Note that there are some sample scenes from the Google VR SDK plugin that are exclusively meant for Daydream. One such example is the VideoDemo. These scenes have Daydream scripts that won't compile on a normal Unity version. If you use the normal Unity version, you will get compile-time errors if you load one of these scenes.
Daydream technical preview is only used to experiment building for Daydream at this moment. It will be added to the normal Unity version when it is ready and with most bug fixed.
In fact, Daydream support is now added to Unity 5.6 beta. You can get that here. I suggest you start developing with Unity 5.6 beta in order to prevent mistakenly using scripts are made for Unity 5.6 beta.

Do I need to update the Unity?

I have a license Unity 3.x. Now we need to create a simple 2D mobile application. Is compatible Unity 3.x SDK with current mobile API platform (Android, IOS) ?
I would say it's not really an issue of if you need to but should you.
And you absolutely should. Unity has released numerous improvements and native support for 2D applications that didn't exist or at least were very rough around the edges prior to 4. I can't think of any reason why I'd want to stay stuck with Unity 3.x when Unity 5 is readily available.