How to use Selenium on Unity for Android I'm facing an error on Unity for Android. My Code: using System.Collections; using System.Collections.Generic; using UnityEngine; using OpenQA.Selenium; using OpenQA.Selenium.Chrome; using System; using UnityCursova; using UnityEngine.UI; public class ...
As you walk through your Unity journey, remember that each challenge is an opportunity for learning and growth. Be it through tutorials or hands-on experience, every endeavor to create a game in Unity enriches your knowledge and equips you better for the future. Embrace the journey, and let ...
See Unity IAP Initialization and the Sample IAP Project. Keep the game's product identifiers on-hand for Google Play Developer Console use later. Build a signed non-Development Build Android APK from your game. TIP: Make sure you safely store your keystore file. The original keystore is ...
First of all, I'm not an expert - I only know Java, JS and PHP. I was curious to find out how it's possible to decompile a Unity game into a readable language. I'm struggling to understand the .smali files. Before posting this question on the foru...
Hi, We have developed a game with Unity 3D, and put into Tinker board 2/4G that runs Android 11 and we would like to make our game automatically run at startup. We could not find out how to make it autorun. In application settings / all permissions windo
Unity NativeScript Framework7 Xamarin Sencha Ext JS Here are some cross-platform app development frameworks: 1. Xamarin Xamarin is an open-source, cross-platform app development framework owned by Microsoft. It is used for creating native cross-platform apps for Android, iOS, and Windows using C#...
The one-stop solution works across Android, iOS, Unity, AdobeAir, Cordova, React, Unreal, and FireOS and supports banner, native, interstitial, and rewarded video ads. Real-time QA and testing tools help determine the most profitable combinations of ads. ...
Platform you are using the Unity editor on: Windows Platform you are targeting: Android Scripting Runtime:Mono Pre-built SDK from the website : Firebase_unity_sdk 10.7.0 Have you been able to reproduce this issue with just the Firebase Unity quickstarts (this GitHub project)?
I can see the AssetBundles do get created and it works on other Windows Standalone and Android platforms. The code that read the AssetBundle: public void PrepareLanguageAssets(SystemLanguage language, UnityAction onDone, UnityAction onFail) { StartCoroutine(LoadBundle("language_" + language, bundle...
But in unity i cant request a permission to manage external storage for android 11 and upper api level's. I tried to do that with AndroidJavaClass in Unity but at the end I couldn't manage to do that because i couldn't get AndroidJavaClass and AndroidJavaObject that well. I wrote this ...