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Desert Jump Documentation

webo

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0% found this document useful (0 votes)
13 views25 pages

Desert Jump Documentation

webo

Uploaded by

gidizgidiz087
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 25

Desert Jump Documentation

Thank You!
First Opening
Initialization
How to Add Admob App Id and Ad Ids
Admob UMP Consent Form
Local Notifications
Adding Language Support
How to Localize App Name
How to Promote Your Other Games
Privacy Policy URL
Store URL
Player Settings
Set Package Name and Bundle ID
ProGuard
Web Build
Common Issues
“Google.IOSResolver failed to load” Issue
Android Resolution Failed Issue
Ads Are Not Showing in the Build
Game Rejected by Google Because of 'Invalid Data safety form'
Gradle Build Failed Because of ‘The SDK directory is not writable’
UnityEditor.Build.BuildFailedException: Burst compiler failed running
Customizing the Game
SO Variables
Change Environment
Change Gems
Change Tiles
Add New Obstacles
Add New Skins
Game Settings
Change Sound Effects
Licenses

Desert Jump Documentation 1


Thank You!
Thank you for purchasing my Unity project! This documentation will guide you
through to get started and customize the project to fit your needs. If you
encounter any issues, please don’t hesitate to reach out.
You can contact me at https://umitcan.dev/productSupport. Also, be sure to
check out my other projects at umitcan.dev.
If you like this project, I'd greatly appreciate it if you could take a moment to
rate it on CodeCanyon. You can do this on https://codecanyon.net/downloads
page.
Best of luck with your development!

First Opening
When you first open the project, you may see an untitled scene and notice that
the platform has been reset. This occurs because the library folder has been
deleted to reduce the download size. To resolve this, open a scene from the
Scenes folder and switch to your preferred build profile using the Build Profiles
window.

Desert Jump Documentation 2


You may not see ads if you haven't switched the platform to Android or iOS.
Also, remember to switch between build profiles rather than platforms.

Initialization
There is a tool that makes the game start from the first scene to complete the
initialization process before the game runs. You can toggle it by clicking on
Tools > Start From First Scene. The game may not run correctly in the editor if
it is not enabled.

How to Add Admob App Id and Ad Ids


Click on Assets > Google Mobile Ads > Settings.

The Google Mobile Ads Settings window will then appear in the Inspector.
Paste your admob app id here.

Go to Tools > Ad Settings. You can edit general ad settings in this window.

Desert Jump Documentation 3


Select the Ad Settings object if it is missing. In this case, select the existing
Ad Settings asset. Do not create a new one.

Enter your AdMob ad IDs in the Ad Settings window. Ensure you only
update the values with your ad IDs, leaving the keys unchanged.

You can adjust the interstitial ad frequency by changing the value of


“Levels to Show Interstitial Ad”.

Enable test ads when testing the game but don’t forget to disable it in the
release version.

After completing the admob configuration Click on Assets > External


Dependency Manager > Android Resolver > Force Resolve. This ensures
that all necessary libraries and dependencies for Android are correctly set
up.

Desert Jump Documentation 4


Admob UMP Consent Form
The User Messaging Platform (UMP) consent form is implemented. To display
the consent form, you need to create a GDPR consent form in the Privacy &
Messaging section of the AdMob console.
Note that the UMP consent form is shown only when required.

According to Google's latest announcement, a Google-certified consent


management platform is necessary for serving ads to users in the European
Economic Area (EEA) and the UK. The UMP is Google's consent management
solution.

Local Notifications
You can manage local notifications using the Tools > Notification Settings
window.

Select the Notification Settings object if it is missing. Select the existing


Notification Settings asset. Do not create a new one.

By default, there are three notifications that appear 6, 12, and 24 hours after
the game is opened.

Desert Jump Documentation 5


You can create or remove notifications from this window. If you want to use
localized strings for the notifications, you need to create them in the
localization tables.

Go to Window > Asset Management > Localization Tables.

Select the notifications string table.

You can create localized strings for the notifications here or you can edit
the existing one.

You can change the notification icons in Project Settings > Mobile
Notifications window.

Small icons must be at least 48x48px and only composed of white pixels
on a transparent background. Large icons must be no smaller than
192x192px and may contain colors. If these
requirements are not met, the notifications will not be shown.

You also need to enable read/write of the sprites that you use for the
notification.

Desert Jump Documentation 6


Adding Language Support
Go to Project Settings > Localization.

You can add or delete languages in this panel.

Desert Jump Documentation 7


Click on Locale Generator to add new languages. Choose the languages
you want to add then click on Generate Locales.

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On the file browser show up, choose the Locale folder under the Assets
and save.

You need to set the values of the strings for the new languages you add.

Go to Window > Asset Management > Localization Tables.

Set the values of all variables in the localization tables for the languages
you added.

You can test the localizations in the game window. A localization menu
appears in the top-right corner when you run the game. Use this menu to
switch between languages.

How to Localize App Name


Go to Window > Asset Management > Localization Tables.

Create an entry for your game's name.

Go to Project Settings > Localization.

Under the Metadata section, add Android App Info and iOS App Info
metadata.

Set the entry you created for your game's name as the Display Name in
both the Android App Info and iOS App Info.

Desert Jump Documentation 9


How to Promote Your Other Games
Go to Tools > Game Promotion Settings.

Select the Game Promotion Settings object if it is missing. Select the


existing Game Promotion Settings asset. Do not create a new one. If you
created a new one, attach it to the "Other Games" button.

Specify a promotion image and the store URL for each game. The aspect
ratio of the promotion image should be 16:9.

The "Other Games" button opens a screen listing your promoted games.
The most recently added game appears at the top of the list.

If you don't want to use this feature, you can remove or disable the "Other
Games" button from the scene.

Desert Jump Documentation 10


To reimplement the feature later, add the Game Promotion Button
component to a button object and select the Game Promotion Settings
reference. Any button with Game Promotion Button attached will open the
"Other Games" screen.

Privacy Policy URL


Add your privacy policy URL to the URL Opener component attached to the
PrivacyPolicy button.

You can create a privacy policy page on https://sites.google.com/ if you don’t


have a website.

Store URL
Add your strore URL to the URL Opener component attached to the Store
button.

Desert Jump Documentation 11


The Google Play Store URL will be https://play.google.com/store/apps/details?
id=YOUR_PACKAGE_NAME once the game is released.

Player Settings
The Player Settings is a configuration panel where you can customize various
settings that define how your game will behave on different platforms. These
settings allow you to control aspects like the game's name, icon, splash screen,
build identifiers, graphics APIs, and more.

Be aware that the Player Settings might be overwritten in the Build Profiles. In
this case, the changes you've made in the Player Settings from the Project
Settings window may not be applied into the build. You'll see the following
warning in Player Settings if it's overwritten in the Build Profiles:

Make sure you make changes to the Player Settings in the correct settings
window. If you don't want the Player Settings to be overwritten in the Build
Profiles, navigate to Build Profiles and select "Remove Overrides" from the
menu under Player Settings Overrides.

Set Package Name and Bundle ID

Desert Jump Documentation 12


Go to Edit > Project Settings > Player.

Select the Android tab.

In the Other Settings section, you'll find the Package Name field. This is
where you set the unique identifier for your app.

It is typically formatted as a reverse domain name:


com.companyname.productname

Select the iOS tab.

In the Other Settings section, look for the Bundle Identifier field.

Similar to Android, this should follow the format:


com.companyname.productname.

In the same Other Settings section, look for Signing Team ID.

Enter your Team ID, which can be found in your Apple Developer Account.

Please be aware that the default package name and bundle ID of the
project might already be in use by someone else for publishing. In this case,

Desert Jump Documentation 13


ads (even test ads) will not work in the builds. Therefore, ensure that your
package name and bundle ID are unique.

ProGuard
All the classes that need to be kept are added to the custom ProGuard file.
Don’t disable the custom ProGuard file unless you disable the minify.

ProGuard settings should be as seen in the image!

Web Build
To release your game on browser platforms, you may need to implement
platform-specific solutions for advertising and player data management.

Start by extending the


AdManager and PlayerDataManager abstract classes to create platform-
specific implementations. Ensure you implement all required abstract methods
according to the specifications of your target platform. Once complete, attach
these new components to the relevant game objects in the InitializeWeb scene.

Desert Jump Documentation 14


By default, the game uses PlayerPrefsDataManager for saving player progress
(leveraging the PlayerPrefs API) and EditorAdManager for handling
advertisements (a dummy ad provider for testing purposes). Replace these
default managers with your custom implementations to suit your web platform's
requirements.

Common Issues

“Google.IOSResolver failed to load” Issue


This issue occurs if iOS module is not installed in the Unity. But it does not
affect the Android build, it only appears in the editor. If you encounter this
problem, installing the iOS module from Unity Hub will fix it.

Android Resolution Failed Issue


If you encounter this issue, please follow these steps:

1. First, ensure the project path doesn't contain any non-ASCII characters.

2. Close the editor and delete the "Library" folder in the project's root
directory.

3. Reopen the editor and switch to the Android build.

4. Go to Preferences > External Tools. Under the Android section, you'll see
checkboxes for "JDK installed with Unity," "Android SDK and NDK tools
installed with Unity" and "Gradle installed with Unity." Uncheck all of
these, then check them again. This is an editor issue, and toggling these
options might resolve the problem.

5. Click on Assets > External Dependency Manager > Android Resolver >
Force Resolve. This process must succeed to create an Android build.

6. Go to Project Settings > Player. Ensure the Target API Level is not set to
"Automatic".

Ads Are Not Showing in the Build


There are several possible reasons why ads may not appear in the build, even if
they show up in the editor:

Desert Jump Documentation 15


1. You might have set the app ID or one of the ad IDs incorrectly. Please
double-check that these are correctly entered. Make sure you haven't
accidentally added any extra spaces to the app ID field. Unintended spaces
in either the app ID or ad ID fields can cause ads to fail.

2. If you haven't created a GDPR message on the AdMob console, this might
be the reason why ads are not being displayed. Please go to the AdMob
console, create a GDPR message, and associate it with your project.

3. If you are using a previously used package name, ads will not be shown in
your builds. Please ensure that your package name is unique. Additionally,
be aware that the default package name of the project might already be in
use by someone else for publishing.

4. The issue might be related to your ProGuard settings. Please ensure that
both ProGuard and the custom ProGuard file are enabled under Player
Settings, and that the custom ProGuard file is neither missing nor empty.
You can find the custom ProGuard file in the Plugins > Android folder.

Game Rejected by Google Because of 'Invalid Data


safety form'
Since the AdMob uses the Advertising ID, it should be declared in Data Safety
Form. Please go to App Content section and declare that the 'Device or Other
Ids' are shared for 'Advertising and Marketing' purposes.

Gradle Build Failed Because of ‘The SDK directory is


not writable’
This error occurs when the current user lacks write permission for the SDK
directory. To resolve this, either run Unity Editor as an Administrator or grant
the logged-in user write permission for the SDK directory. You can find the
Android SDK directory path at Preferences > External Tools > Android SDK
Tools Installed with Unity.

UnityEditor.Build.BuildFailedException: Burst
compiler failed running
There are several reasons why this issue may occur:

1. The project path contains non-ASCII characters. If this is the case, move
the project to a different path and rename it if necessary.

Desert Jump Documentation 16


2. The error might be caused by a Library or Visual Studio cache. To resolve
this, follow these steps:

a. Close Unity Editor.

b. Navigate to the project's root directory.

c. Delete the "Library" and ".vs" folders, as well as the ".vsconfig" file.

d. Reopen the editor and attempt to build again.

3. Missing Visual Studio workloads may cause this issue. To resolve this,
follow these steps:

a. Close both the Unity Editor and Visual Studio.

b. Open Visual Studio Installer.

c. Click on "Modify" under the Visual Studio version you're currently


using.

d. Install the ".NET Desktop Development" and "Desktop Development


with C++" workloads.

e. Reopen the editor and try building again.

Customizing the Game


Please remember, reskinning your game is a crucial step in the customization
process. It's about creating a unique identity for your game that sets it apart in
the app marketplace. A well-executed reskin significantly increase your
chances of app store approval.

SO Variables
Open the Scripts > Scriptable Objects > SO Variables folder.

You'll find several scriptable objects that control some of the UI colors. You
can also change the project's font using the "Font Asset" scriptable object.

These scriptable objects are used by components such as ColorSoEvent


and FloatSOEvent. Feel free to remove these components from game
objects where they're not needed.

There's also a window to control all SO variables. Access it via Window >
Unity Utils > SO Variables.

Desert Jump Documentation 17


Change Environment
Environment segments are located in the Assets > Prefabs > Segments
folder.

You can copy these segment prefabs and redesign them to create new
segments.

Ensure you attach the Segment component to the segment prefabs and
assign Start and End transforms. These transforms are used to align the
segments with each other.

After creating new segments, add them to the Segment Prefabs field of the
Environment Manager in the Game scene.

Change Gems
Open the Gem prefab under the Assets > Prefabs folder.

Delete the child Model object and replace it with your own model.

Ensure the model fits within the box collider of its parent. To achieve this,
resize the model rather than the parent. The parent's transform must remain
at its default values.

Desert Jump Documentation 18


After changing the model, you also need to update the mesh of the gem
particles to match the new one.

Open the Prefabs > Gem Particles prefab.

In the particle system's renderer, assign the mesh of the new gem model to
the Meshes field.

You may need to adjust the particle size based on the dimensions of the
new mesh you added.

Desert Jump Documentation 19


Change Tiles
Open the Prefabs > Tile prefab.

Remove the existing tile model and add the new one into this prefab.

Add a collider to the new model and set its tag and layer to Tile.

Desert Jump Documentation 20


Open the Prefabs > Tile Fractured prefab.

Remove the existing fractured tile and add the new one.

Add colliders to all pieces and set their layer to Tile.

Add all the pieces to the Pieces field of the Fractured Tile component.

Add New Obstacles


Open the obstacle prefabs in the Prefabs folder.

Replace the existing models with your new ones.

Add colliders to the obstacles and ensure the root object's tag is set to
Obstacle.

Desert Jump Documentation 21


If you've created new obstacle prefabs, add them to the Obstacle Prefabs
field of the Level Manager component in the Game scene.

Add New Skins


Create an empty game object in the scene.

Attach the Skin component to the game object.

Add your model as a child of this game object and resize it to fit the yellow
box. Don't change the parent's transform. It should remain at its default
values.

Desert Jump Documentation 22


Set a price for the new skin using the Skin component.

Drag and drop the new skin into the Prefabs > Skins folder to create a
prefab.

Go to Scripts > Scriptable Objects > Skin Settings.

Add the newly created skin prefab to the Skins field of this scriptable
object.

Desert Jump Documentation 23


Game Settings
Go to Scripts > Scriptable Objects folder.

Here, you can modify the settings in the Game Settings and Player SO
scriptable objects to customize the game experience.

Desert Jump Documentation 24


Change Sound Effects
Open the Scenes > Initialize scene.

The sound effects are located under the AudioManager object. You can
update these effects through the Audio Source components.

Licenses
Ball models by Loafbrr are licensed under the CC0 license.
Desert environment models by Craftpix are licensed under the Craftpix License.

Desert Jump Documentation 25

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