![]() ![]() In this article, I discussed why automating the distribution of a Unity app is interesting, how we can do it thanks to Codemagic’s CI/CD tools, and how we can finally take advantage of Firebase App Distribution to share any new version of the app with a group of handpicked testers. ![]() Let’s see how to integrate Firebase Crashlytics into a Unity Android app to monitor and troubleshoot errors easily!Ī few weeks ago, I shared a post on how to build and publish a Unity Android game using Codemagic and Firebase. Finally, you also need to update your CI/CD pipeline to support the changes. TL DR: To add events monitoring with Crashlytics to a Unity Android app, you’ll first need to prepare a Firebase project, then add the Firebase plugin to Unity and configure Unity to work with Firebase. I guess what I'm trying to say is: I don't know if this bug is the new reality when publishing on Android with Unity, but be prepared that it may be, at least for a while, and that there is a big possibility more issues like it will pop up as you update to newer Unity versions, even if you stay on LTS.This post has been updated in July 2022 to introduce some fixes to the codemagic.yaml file in the sample project. Stuff like permissions, they refused to provide a solution for years (there was one package one solo Unity developer did on his own volition) and even now for this aab implementation, it arrived literally last second (it should be bullet proof by now) and after a lot of pressure. It's also not top tier profitability wise, so with those two combined it seems the probability for long standing issues is high.īut even then, I feel like Unity have been dragging their feet with Android for a while. It's probably a simple platform, but it's not very popular.Īndroid unfortunately is probably one of the most complex platforms, because of the OS, hardware and driver variety. ![]() The amount of these issues and time it takes to fix them are inversely related to the popularity / profitability of the platform and directly related to the platform's complexity.įor example, tvOS had its controller support broken for many months on LTS. The problem is huge, the bug isn't fixed and we have no information when it will be fixed at all.Ĭould anyone be so kind and tell us what's going on with these bugs? Will it be ever fixed or from now on this is the way how games made on Unity work?Ĭlick to expand.You probably mean about this specific issue, but it has always been the case with Unity that there are often showstopper issues that creep into Unity and then stay there a while (years?). How exactly the bug is fixed in this case?Īs an example of the game that have these issues in production right now, you can check Cookie Run: Kingdom and read reviews of the players. And even the resolution note is 'Might still be reproducible on some devices'. I strongly disagree that the bug is 'fixed' in the versions. We have waited for a month and keepped and eye on the issue in issuetracker here: But starting from the November, you have no choice. It's a huge issue when you fight for even 0,1% of retention rate to have such a thing in production. If your build is > 150 MB, critical amount of your players (~ 10%) won't be able to start the game from time to time. Since Google Play demands aab format for builds from November 1, 2021, I believe that a lot of developers have these issues from the title.įrom our experience, it happens because of the build size. ![]()
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