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How to load games onto my Google Pixel 2
I have the android package downloaded. and on the pixel 2. I unlocked the developer options. But I haven't messed with the setting in there. I just want to push my game to my phone but have no idea how. help?
Answer by Pocketfuzz · Jan 21, 2018 at 02:25 AM
There's a doc on it here, with better details: https://unity3d.com/learn/tutorials/topics/mobile-touch/building-your-unity-game-android-device-testing.
Make sure you have USB debugging also enabled inside the developer options menu. Plug your phone into your computer and you can build the .apk file in Unity while it's plugged in so that it downloads it to your phone as soon as it finishes building. I believe you can also download the .apk to your desktop and load it onto your phone manually later, but I did that on my old galaxy S3 about 3 years ago, so it may be different now for a newer android version, new unity version and a google product.
If you're having a hard time accessing the above link, it's because there's a period at the end of the sentence. Try:
Answer by dskeith · Feb 04, 2018 at 08:28 AM
Hey,
I've got a Google Pixel 2 and was really struggling with this for a while as well.
As @Pocketfuzz mentioned above, Building your Unity game to an Android device for testing is a good place to start. Although you'll need to download the full Android Studio rather than just the SDK tools to access the SDK downloader.
Unfortunately for me, that wasn't enough to get it working. I kept getting an error about the APK being unable to transfer, along with a Java connection error.
I was able to transfer and install my APK using DropBox, so that helped me determine it was at least a usable build.
After uninstalling Unity and Android Studio. Reinstalling everything, and seemingly endless debugging - the issue turned out to be my USB-A to USB-C cable and port.
For some reason my cable isn't USB 3.0 compatible (?) and the solution to all of my woes was to switch from my USB 3.0 ports to a USB 2.0 port. Instantly, everything was working.
So, I suppose the moral of the story is: take the error messages quite literally if you're seeing something about "connection" issues.
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