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2

I found out the problem! So when you type out url for Application.OpenURL there are quotation marks around the URL and so I typed in the url string values (url and diffURL) the same way in the inspector for the "Website1()" and "website2()" examples, with quotation marks and all ("http://www.google.com/"). For some reason it does not work that way. I took ...


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Your first step should typically be to simplify the app down to its simplest working version. Gut everything that is causing the app to fail to run on the new platform (comment it out OR put in mock/dummy functions or modules) and get the app into a basic working state. Remove all non essentials: user authentication, ads, payments, leaderboards, social ...


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Reading your log output, it seems your application is having trouble loading your assets from the device storage. A few suggestions I can make: Make sure your application has been permitted to access storage in your android device. You can try this, and if your app isn't listed there, try removing it and re-adding it to your device. Android should ask you ...


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If you had input and rendering share a thread, that would allow you to mix input and output(rendering) code, making it easier to make messy code. What I suggest you to do is to have an Input Model. That is some object that contains a representation of the input of the user. Then you update it from your event handlers (listeners? virtual methods?). By the ...


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You can use this to wait until something happens: https://docs.unity3d.com/ScriptReference/WaitUntil.html Or you can set up a load scene, where you load up and store stuff, than show it in the next scene when is is ready, or when the player presses a button: https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager.LoadSceneAsync.html


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