Unity Ads not loading reliably in poor signal areas — any mobile devs tackled this?
Hi everyone,
I’m using Unity Ads in a mobile game and am running into issues when a player has poor signal or unstable internet. The ad doesn’t load, there’s no visible error, and nothing triggers the failure callback. But if the player restarts the app, suddenly the ad shows up.
I’m currently preloading with Advertisement.Load(), and retrying after OnUnityAdsFailedToLoad fires (when it does). But it’s inconsistent.
Should I be setting up a watchdog or retry loop manually?
How do you handle this kind of network flakiness in your games?
Thanks in advance!
https://redd.it/1jxocdc
@r_Unity3D
Hi everyone,
I’m using Unity Ads in a mobile game and am running into issues when a player has poor signal or unstable internet. The ad doesn’t load, there’s no visible error, and nothing triggers the failure callback. But if the player restarts the app, suddenly the ad shows up.
I’m currently preloading with Advertisement.Load(), and retrying after OnUnityAdsFailedToLoad fires (when it does). But it’s inconsistent.
Should I be setting up a watchdog or retry loop manually?
How do you handle this kind of network flakiness in your games?
Thanks in advance!
https://redd.it/1jxocdc
@r_Unity3D
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Unity netcode (ngo) for objects
Hey guys ,
So i was wondering , when creating a multiplayer game with netcode for gameobjects i see that when you close a client the player will despawn (get destroyed) immediately.
I was wondering if there was an easy way to make it not be destroyed immediately but stay in the game for x amount of time for which i could then make a noscript that will save the players stats , info and location before being destroyed?
Thanks for taking the time to read this question.
https://redd.it/1jxpdny
@r_Unity3D
Hey guys ,
So i was wondering , when creating a multiplayer game with netcode for gameobjects i see that when you close a client the player will despawn (get destroyed) immediately.
I was wondering if there was an easy way to make it not be destroyed immediately but stay in the game for x amount of time for which i could then make a noscript that will save the players stats , info and location before being destroyed?
Thanks for taking the time to read this question.
https://redd.it/1jxpdny
@r_Unity3D
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Trying to make my player launch towards an object but it only launches vertically.
Hi, so I have this player movement noscript but when the
using UnityEngine;
using UnityEngine.UIElements;
public class PlayerController : MonoBehaviour
{
private Rigidbody2D RB;
SerializeField private float playerSpeed = 5f;
SerializeField private float jumpForce = 5f;
private float x;
private bool isGrounded;
private bool jumpRequested;
SerializeField private float hookLaunchForce = 10f;
void Start()
{
RB = gameObject.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
x = Input.GetAxisRaw("Horizontal");
if (Input.GetButton("Jump") && isGrounded) {
jumpRequested = true;
Debug.Log("Jump!");
}
if (Input.GetKeyDown(KeyCode.L)) {
launchTowardsHook();
}
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground")) {
isGrounded = true;
Debug.Log("Grounded");
}
}
void FixedUpdate()
{
RB.linearVelocity = new Vector2(playerSpeed x, RB.linearVelocityY);
if (jumpRequested) {
RB.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
isGrounded = false;
jumpRequested = false;
}
}
void launchTowardsHook()
{
Vector2 direction = (GameObject.FindGameObjectWithTag("BasicHook").transform.position - transform.position).normalized;
Debug.Log("Launch direction: " + direction);
RB.AddForce(direction hookLaunchForce, ForceMode2D.Impulse);
}
}
using UnityEngine;
using UnityEngine.UIElements;
public class PlayerController : MonoBehaviour
{
private Rigidbody2D RB;
SerializeField private float playerSpeed = 5f;
SerializeField private float jumpForce = 5f;
private float x;
private bool isGrounded;
private bool jumpRequested;
SerializeField private float hookLaunchForce = 10f;
void Start()
{
RB = gameObject.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
x = Input.GetAxisRaw("Horizontal");
if (Input.GetButton("Jump") && isGrounded) {
jumpRequested = true;
Debug.Log("Jump!");
}
if (Input.GetKeyDown(KeyCode.L)) {
launchTowardsHook();
}
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground")) {
isGrounded = true;
Debug.Log("Grounded");
}
}
void FixedUpdate()
{
RB.linearVelocity = new Vector2(playerSpeed x, RB.linearVelocityY);
if (jumpRequested) {
RB.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
isGrounded = false;
jumpRequested = false;
}
}
void launchTowardsHook()
{
Vector2 direction = (GameObject.FindGameObjectWithTag("BasicHook").transform.position - transform.position).normalized;
Debug.Log("Launch direction: " + direction);
RB.AddForce(direction hookLaunchForce, ForceMode2D.Impulse);
}
}
I know it has something to do with setting the RB.linearVelocity on the fixed update because when I comment that part the launch function works properly.
Hi, so I have this player movement noscript but when the
launchTowardsHook() function is called it only launches the player vertically even though its getting the launch direction correctly. using UnityEngine;
using UnityEngine.UIElements;
public class PlayerController : MonoBehaviour
{
private Rigidbody2D RB;
SerializeField private float playerSpeed = 5f;
SerializeField private float jumpForce = 5f;
private float x;
private bool isGrounded;
private bool jumpRequested;
SerializeField private float hookLaunchForce = 10f;
void Start()
{
RB = gameObject.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
x = Input.GetAxisRaw("Horizontal");
if (Input.GetButton("Jump") && isGrounded) {
jumpRequested = true;
Debug.Log("Jump!");
}
if (Input.GetKeyDown(KeyCode.L)) {
launchTowardsHook();
}
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground")) {
isGrounded = true;
Debug.Log("Grounded");
}
}
void FixedUpdate()
{
RB.linearVelocity = new Vector2(playerSpeed x, RB.linearVelocityY);
if (jumpRequested) {
RB.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
isGrounded = false;
jumpRequested = false;
}
}
void launchTowardsHook()
{
Vector2 direction = (GameObject.FindGameObjectWithTag("BasicHook").transform.position - transform.position).normalized;
Debug.Log("Launch direction: " + direction);
RB.AddForce(direction hookLaunchForce, ForceMode2D.Impulse);
}
}
using UnityEngine;
using UnityEngine.UIElements;
public class PlayerController : MonoBehaviour
{
private Rigidbody2D RB;
SerializeField private float playerSpeed = 5f;
SerializeField private float jumpForce = 5f;
private float x;
private bool isGrounded;
private bool jumpRequested;
SerializeField private float hookLaunchForce = 10f;
void Start()
{
RB = gameObject.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
x = Input.GetAxisRaw("Horizontal");
if (Input.GetButton("Jump") && isGrounded) {
jumpRequested = true;
Debug.Log("Jump!");
}
if (Input.GetKeyDown(KeyCode.L)) {
launchTowardsHook();
}
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground")) {
isGrounded = true;
Debug.Log("Grounded");
}
}
void FixedUpdate()
{
RB.linearVelocity = new Vector2(playerSpeed x, RB.linearVelocityY);
if (jumpRequested) {
RB.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
isGrounded = false;
jumpRequested = false;
}
}
void launchTowardsHook()
{
Vector2 direction = (GameObject.FindGameObjectWithTag("BasicHook").transform.position - transform.position).normalized;
Debug.Log("Launch direction: " + direction);
RB.AddForce(direction hookLaunchForce, ForceMode2D.Impulse);
}
}
I know it has something to do with setting the RB.linearVelocity on the fixed update because when I comment that part the launch function works properly.
Maybe its overriding the horizontal velocity? But if so I wouldn't know how to implement basic movement
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I was disappointed by the lack of star wars vr games so I decided to make my own.
https://redd.it/1jxwcor
@r_Unity3D
https://redd.it/1jxwcor
@r_Unity3D
What is the target customer for Synty Sidekick?
I am using synty models for my survival game and since I would like to use mid poly models for main character and npc, the synty sidekick product would be the obvious choice, but then I noticed its pricing model.. a subnoscription..
I am fully supportive with the concept that good assets should be paid for, if you are serious with your own game, but 18$/m seems really steep for a solo indie dev.
I mean I could pay 100$ for a single fully rigged model, and that’s it, even if you go beyond that, I would be spending for other 3 npc.. so price goes up to 400 but it’s a one off, I am not sure with what should happen once you start the sub with Synty, you create the characters and start using those in your game, I would expect one should keep the sub going to have its characters licensed.. once the game is released you still have to pay Synty for the sub? I mean it’s a lot of money without doing anything after the first “making character” phase.
Unless I am missing something?
https://redd.it/1jy136b
@r_Unity3D
I am using synty models for my survival game and since I would like to use mid poly models for main character and npc, the synty sidekick product would be the obvious choice, but then I noticed its pricing model.. a subnoscription..
I am fully supportive with the concept that good assets should be paid for, if you are serious with your own game, but 18$/m seems really steep for a solo indie dev.
I mean I could pay 100$ for a single fully rigged model, and that’s it, even if you go beyond that, I would be spending for other 3 npc.. so price goes up to 400 but it’s a one off, I am not sure with what should happen once you start the sub with Synty, you create the characters and start using those in your game, I would expect one should keep the sub going to have its characters licensed.. once the game is released you still have to pay Synty for the sub? I mean it’s a lot of money without doing anything after the first “making character” phase.
Unless I am missing something?
https://redd.it/1jy136b
@r_Unity3D
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Got character movement and basic camera working in my first game (still cubes, still learning)
https://redd.it/1jy0tt3
@r_Unity3D
https://redd.it/1jy0tt3
@r_Unity3D
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Working on an underwater game where an anglerfish is the last hope of a dying ocean. What do you think?
https://redd.it/1jy3e1u
@r_Unity3D
https://redd.it/1jy3e1u
@r_Unity3D
Does it look better with or without Depth of Field on our Main Menu?
https://redd.it/1jy4jvo
@r_Unity3D
https://redd.it/1jy4jvo
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From the Unity3D community on Reddit: Does it look better with or without Depth of Field on our Main Menu?
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