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Anyone have any luck with this issue?
What HTC phones are they using?
As long as you use the icon size recommended by Unity you will be fine.
Is the device you are testing on a Samsung Galaxy S? They automatically apply that to the backgrounds of icons.
There's few choices out there, I have personally used premiumbeats.com, audiojungle.net and freesound.org. They've always met my needs!
For any future code related questions try using the CODE tags. Just makes it easier for people to read your code and help you work out a solution. =)
Have you declared fire as a GUITexture or GameObject? If as a GameObject you would need to use fire.guiTexture.HitTest(iTouch.position)
Really liking the look of this, I'll definitely be checking it out once I can find the time!
From memory the issue was solved by simply updating the Android SDK in Eclipse.
I'd like to know if there is a solution to this also!
Unfortunately it's not compatible with Unity. Best to just filter it out from Developer Console.
You'll need to use a third party alternative to Google's in-app purchasing. Check out, https://www.movend.com/, they offer a few alternatives you...
Is the Galaxy Tab running 3.2?
Do you have update notes for the plugins? I noticed the IAB plugin has been updated, but just curious as to what was changed? Cheers.
Honestly a solid base would be the Galaxy Tab 10.1 and either a Samsung Galaxy S or Google Nexus S (maybe both)
I'm also having crashes on a lot of ICS devices, as well as Honeycomb 3.2 and have been completely unsuccessful in tracking it down.
Currently users on this device running Honeycomb 3.2 are experiencing crashes, and as far as we know it is the only device affected. Is anyone...
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Build Settings > Player Settings > Other Settings > Configuration: Device Filter - ARMv7 only.
We use the HTC Desire (as Dreamora has already said) and HTC Aria (added benefit of low res screen) for the low end testing.