.apk file not working on my phone it crashes while launching… What can cuase that?
Hi,
Hmm, that’s strange. What Android device are you using and what version is it running?
The demo .apk supports a minimum API level of 26 (Android 8.0) and targets ARMv7 and ARM64 architectures.
I have samsung galaxy s21 with android 14…
I’m not entirely sure why it doesn’t work on your end.
It probably has something to do with the player settings used to perform the .apk build.
If you would like to try the demo, please settle with the Windows version for now.
Sorry for the inconvenience.
So, can I use it to develop or design games likes pixel car racer mod and also the original version. Please explain. It is a retro-style game in short and all useful information is available in the link.
Hi,
RGSK does not support 2D so this wouldn’t be possible as of now.
v2.0.5 is now live!
Changelog:
System:
- Added “Accelerometer Sensitivity” setting in RGSKInputSettings for mobile devices
Integrations:
- Added Sim-Cade Vehicle Physics integration
Misc:
-
Fixed an issue that would cause deleted content (i.e. TrackDefiniton and VehicleDefinition) not to be removed from their respective list in RGSKContentSettings
-
The reverse camera now sets its position and rotation to match the target instead of being set as a child to it
-
The wind audio source will now only play for the focused vehicle
-
Moved the InputManager.InputMode and InputManager.InputController enums to Enums.cs
-
Each setting in the Race Settings Screen in Quick Race Mode is no longer created at runtime
-
A few minor UI improvements
RGSK is currently 70% off for today’s Flash Deal!
I Buy today and I not use (no computer near)
If posible to use URP or/and HDRP?
Hi,
Thank you for your support.
URP/HDRP is currently not supported out of the box.
Support for URP is planned to be added soon.
Thanks.
Hello, I was dealing with an audio situation. One thing I can’t seem to find it where audio clips are assigned in unity for the engine sounds. I noticed that in the mobile demo scene that there are audio prefabs instantiated on run time with audio clips and some how they are assigned to serialized fields in the vehicle sounds class.
Hi,
The engine sounds are assigned under “Sound” in the vehicle controller. For more information, see “Vehicle Physics/Sound” in the documentation (page 71).
Game sounds are stored in a SoundList that can be found in the RGSK Menu under the “Audio” tab.
Let me know if this helps.
Thanks.
Hello @Ian094,
Thanks for getting back to me about the sounds. I wonder, is there a way to create a race game with mechanics similar to the game Asfault Legends Unite. I am just interested in the core mechanic that automatically drives the vehicle to follow the track. Here is the link: https://play.google.com/store/apps/details?id=com.gameloft.android.ANMP.GloftA9HM&hl=en
Hello,
AI-assisted driving that automatically manages throttle, brake, and steering isn’t currently supported but is planned for one of the upcoming releases.
Thanks.