Basics Getting Started Tutorial Errors - Black Screen

Include the following details (edit as applicable):

  • Issue category: Unity Example Package
  • Device type & OS version: Android (Google Pixel 2) Andriod version 11
  • Host machine & OS version: Windows
  • Issue Environment : Unity
  • Unity version: 2021.3.8f1 (LTS)

Description of the issue:
I followed The Basics – Niantic Lightship

but I get these errors when build and run

Build failure & LightshipVPS - Untitled - Android - Unity 2021.3 2022-12-08 at 10.57.36 PM.8f1 DX11


No Adaptive Performance provider found & LightshipVPS - Basic - Android - Unity 2021.3 2022-12-08 at 10.57.43 PM.8f1 DX11

Managed to solve it with
I used Unity 2021.3.81f1 (LTS) and change the gradle version from the default (6.1.1) to version 7.5.1
(Because my smartphone’s OS version is Android 11) - Google Pixel 2

I set the Android Min API Level to Android 11 (Level 30)
And keep Target API Level default (Automatic (highest installed )).

The steps for changing gradle version have followed this tutorial
https://lightship.dev/docs/ardk/ardk_fundamentals/building_android.html#building-for-android-11-api-level-30-and-higher

and this.
https://lightship.dev/docs/ardk/ardk_fundamentals/building_android.html#building-for-android-api-level-31-with-opencl

Now, i can build and run BUT my screen shows black screen after loading the unity splash screen.

So it has not been solved yet as my screen is black and I am now sure where It went wrong even after browsing through the forum

Okie Jesus Hernadz helped me solved this issue in the discord support.

You have also included the Android Permissions requester in your project and set the value to 1 before building. That ensures it’s asking for camera permissions which are necessary for AR.

On Your SceneManager Or any GameObject, Click Add Component and look up Android Permission Requester and just make sure you’re setting its value to 1 and make sure that the value is Camera. It should be by default

Yes for android this always has to be included. If you’re building for both iOS and Android you can leave it in, it just won’t do anything on an iOS device

We note that building to Android while the device is still connected to a Windows machine leads to a lower frame rate.

Also keep in mind that the older a device the more taxing AR is on it so while much older devices and OS versions are listed on our website as compatible, the performance won’t be as good as running on newer devices

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