Working on game where you move ship by titling screen.
Using Landscape right mode.
If device not flat the ship moves so i needed to calibrate the Y tilt when the app is run so that is neutral up/down movement.
I got it to work by reading the tilt when app was run and making that neutral.
Anyway, it works fine (took me hours to figure it out but I did it!)
It works great when I have my iPhone plugged in to MacBook and run it through Xcode.
But if I run it when the phone is not connected to Xcode - it does not work.
It acts like the calibration I set up was not even there.
I set it up to catch the Y tilt angle when you launch the app "view did load".
Works great when plugged in but not when not plugged to Xcode.
I tried force quit-relaunch, even reset phone and launch app again.
I have really annoying problem, I have laptop and one extra monitor, my laptop screen is my main display and I want to keep it as it is. I'm opening Unity on my second screen and when I open some of unity window like 'Profiler', 'Animator', 'Preferences..' etc or any other window then it displays on my laptop screen and not where unity is actually opened and I have to move it each time manually to my second screen ; O I didn't observe such behaviour for any other apps. Does anyone have idea how I can fix that ?! I would be very veryy grateful for help!
I'm using Windows 10.
Here you have professional visualisation ;D
I'm using the latest XFCE4 under Linux. My laptop has a touchpad, but I only want it to be enabled if the USB mouse is not connected. I know how to manually control this, but I'd like to find a way for the touchpad to auto-disable when a USB mouse is plugged in and auto-enable when the USB mouse is disconnected.
I can't find anything in the XFCE4 settings that controls this.
Is there any way I can have this auto-enable/disable capability for the touchpad?
Thank you very much.
I am building an Augmented Reality app for Hololens. I need to test the Air Tap Gesture, without deploying to the Hololens.
Is there any method to test the Air Tap functionality through the Hololens Emulator or the Holographic Emulation provided by Unity3D?
This will depend on your emulation environment:
Hololens Emulator (From Microsoft, allows multiple input devices)
Air tap gesture - Right-click the mouse, press the Enter key on your keyboard, or use the A button on an Xbox controller.
Windows Holographic Emulation (From Unity, requires game controller)
Perform a tap gesture with a
virtual hand - Left and right trigger buttons; the A button
Adding to the other answer. If you don't have a HoloLens this will not help but, if you do this will speed up development significantly.
On your HoloLens, download the Holographic Remoting App. Once it is downloaded open and run it and you will see your IP address for your HoloLens.
Now, go to the Unity editor -> Window tab -> Holographic Emulation. This will open a new window. For Emulation mode select remote device. Under Remote Machine enter the IP address. You can tinker with the other settings as you see fit.
Now with the Application running on your HoloLens click connect. Once you are connected the Unity editor will tell you and the HoloLens should go blank. Now when you press play on the editor the app will run on the HoloLens.
This does not download the app to your HoloLens and stops running when you stop the editor
If you are working in the Unity editor,
Shift + LMB (left-mouse-button) to simulate air-tap with the left
hand;
Space + LMB to simulate air-tap with the right hand.
Other useful points:
gaze can be controlled with the mouse by keeping RMB down. Also
q/w/e/a/s/d. (I know question was only about airtap, but they kind of
come together).
If you need to test typing some data with the standard keyboard, no
need to simulate airtap - just click with the mouse.
I added usb touch screen driver to my custom win ce 6.0 OS image. The touch screen works only when there is another USB device(USB flash drive, usb mouse etc.) present in the system and does not work when there is only single usb touch screen is connected. After troubleshooting, I discovered that the USB touch device does not get enumerated. Any help resolving this issue is highly appreciated.