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Question by MaVCArt · Jul 25, 2013 at 02:26 PM · issuescross-platformtechnicalityproject sharing

Cross-platform and project sharing issues

Hi everyone, I've been working with Unity for a couple months now (as a technical artist, mainly making art but also making basic interaction scripts) and have recently started working on an Android game along with a friend of mine.

We've been working on our project for a couple weeks now (on a Standard License, none of the restrictions indicated problems with this), and have run into some very strange problems:

  • The Android build's behavior is extremely weird: public values that were saved in a prefab are completely wrong on my Asus Transformer tablet, yet they seem to work perfectly on my friend's Galaxy S3. I have downloaded and installed every version of the Android SDK package all the way back to 2.2, and both of our devices are running on 4.1 or later.

  • The Project is shared between our computers through Tortoise SVN - we have set up a server using Unfuddle, and this has worked fine for a while. But, since last week, suddenly the project stopped working properly on my friend's PC, and now he can't play the game properly anymore, and therefore he can't work on it properly anymore.

The Tortoise SVN server holds all of the asset files and Unity files, and we are using .meta files to make sure everything works on multiple computers. We are aware of the fact that .unity files are not diffable, but we have worked around that, so that is not an issue.

Our main problem right now is that we can not figure out what is causing all of these weird issues - does anyone have a clue as to what might be causing this? Some help would be very greatly appreciated, since this issue is driving both of us nuts.

Otherwise, Unity has been an absolute pleasure to work with, so if we can solve this, no objections will be had :)

If I left any information necessary to solve this problem out, please let me know and I will provide any further relevant information.

SOLVED

I solved my issue -

eventually it turned out that my movement code was influenced by framerate because I hadn't multiplied Gravity or Acceleration with Time.deltaTime, and the movement method was being called in LateUpdate(). This made it so that different framerates resulted in different movement vectors, and thus higher jumps and faster movement speed and acceleration.

What solved it is putting the movement update code within the FixedUpdate() method, and multiplying movement offset, gravity and acceleration by Time.deltaTime.

I hope this helps someone in the future :)

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avatar image Jamora · Jul 25, 2013 at 07:45 PM 0
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Often issues arise when people forget to exclude the Library (local cache) folder from being uploaded to their source control. You mentioned that everything worked fine, so this might not be the issue...

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Answer by MaVCArt · Jul 25, 2013 at 08:27 PM

Initially I did exclude the library, the issue with the project behaving weirdly has been fixed in the meantime - a weird fail safe issue where a variable got initialised on the wrong value... But my problem with the Android build still not working is still quite a tedious issue I'm afraid.

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