Desert Jump Documentation
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
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.
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.
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.
Enter your AdMob ad IDs in the Ad Settings window. Ensure you only
update the values with your ad IDs, leaving the keys unchanged.
Enable test ads when testing the game but don’t forget to disable it in the
release version.
Local Notifications
You can manage local notifications using the Tools > Notification Settings
window.
By default, there are three notifications that appear 6, 12, and 24 hours after
the game is opened.
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.
You need to set the values of the strings for the new languages you add.
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.
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.
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.
Store URL
Add your strore URL to the URL Opener component attached to the Store
button.
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.
In the Other Settings section, you'll find the Package Name field. This is
where you set the unique identifier for your app.
In the Other Settings section, look for the Bundle Identifier field.
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,
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.
Web Build
To release your game on browser platforms, you may need to implement
platform-specific solutions for advertising and player data management.
Common Issues
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.
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".
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.
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.
c. Delete the "Library" and ".vs" folders, as well as the ".vsconfig" file.
3. Missing Visual Studio workloads may cause this issue. To resolve this,
follow these steps:
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.
There's also a window to control all SO variables. Access it via Window >
Unity Utils > SO Variables.
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.
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.
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.
Remove the existing fractured tile and add the new one.
Add all the pieces to the Pieces field of the Fractured Tile component.
Add colliders to the obstacles and ensure the root object's tag is set to
Obstacle.
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.
Drag and drop the new skin into the Prefabs > Skins folder to create a
prefab.
Add the newly created skin prefab to the Skins field of this scriptable
object.
Here, you can modify the settings in the Game Settings and Player SO
scriptable objects to customize the game experience.
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.