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Here are the instructions on how to delete a project: Sign in to your Google Play Developer Console. Click Game Services. Select the project. At the bottom of the Game Details page, click the link to go to the API Console Project. In the API Console Project, on the left menu, click APIs & Auth > Credentials. Under "Client ID for Android ...


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Neither of the proposed solutions are entirely correct (or at the very least, are misleading), since instead of keeping track of the actual finger/pointer id, they are only regarding that move event's index within the MotionEvent object, which may vary depending on the number of fingers on the screen. For example: if the user presses the screen with one ...


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Unfortunately Unity does not have a build-in savegame system. So every game needs to develop an own savegame system which is tailored to the architecture and requirements of that specific game. That means there is no "best" way to save data, only the way which is best for you. When you have very little data to save, then using the PlayerPrefs class ...


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If you are using a Mac: After it's built by Xcode, in the "Unity Player/build" directory there will be the app. In Finder use Get Info to see the size. Or in Xcode, find the Products group and within that .app item and do Reveal in Finder, then Get Info. If you want to know the size for the App Store, ZIP compress the app first. If you are using ...


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I can only begin to guess as to the cause, but I think what you’re really looking for is a solution. I would recommend going through AppLovin’s support guide, which recommends enabling verbose logging to see if there’s anything amiss: https://monetization-support.applovin.com/hc/en-us/articles/236114328-How-do-I-enable-verbose-logging-in-AppLovin-s-SDK- ...


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