I am working with Unity on a project, where I need to provide a video and audio connection between an android tablet and the hololens. Furthermore there should be the option, to instantiate holograms via a click on the tablet (where the video of the hololens view is shown, kind of remote help). Right now most of these things are working as they should (using FMETP Stream 3.0 asset for video and Photon Voice for audio), but the positions of the holograms visible in the hololens are not the same as shown in the video on the tablet.
To solve this problem, I tried changing the possible values in my scripts, like the calculation of the hologramposition depending on where the click is executed, as well as the values from the assets used, which are regulating which part of the video should be shown on the tablet. I don't know if there could be a mistake currently, but I can't find one - I would be very happy, if anyone has tips or an idea what I should check again in more detail or what parameters are the most important.
So what I can reach is that the holograms can be placed at the position, where it is clicked at on the tablet, but then they are shown at a different position when looking through the hololens. As well it is possible to assign the position of the tabletclick so that the hologram position seen through the hololens is correct, but then the position shown in the tabletvideo is not correct. But both appears to be impossible, the video shown on the tablet seems to show the holograms wrong. I am doing research since over two weeks now, but I can not find the solution to fix the „offset“. What I found as well is, that the offset seems to vary with the distance between the hologram and the hololens.
I attached a scetch from the problem here - the text in english is from the first line to the last:
(X) Position of the click on tablet
(arrow) Where the marking is shown at
(red) For Hololens correct
(blue) For tablet correct
Hope maybe this helps
Can anyone help me or has an idea why that could be? Or does anyone know where I maybe could get some help, if I have problems with hololens development - could be paid too? All I can find from e.g. Unity are abonnements for a longer time,but that does not make sense for me, because the problem should be fixed this or next week at the latest. Thanks in advance, I appreciate every help.
Related
I do n’t know why, there is a hole in the upper left corner of this simulation mobile phone. Normally, there is only a middle camera. This problem is that I have opened the simulator. Many of my partners have the same question. There is only one interface for the skin of the phone, I don't know if this is a bug. In order to solve the problem of no skin, I also deliberately loaded the skin of the mobile phone, otherwise the option that selected the skin was incomparable. Are there any people with the same problem?
I tried to change a mobile phone skin, but it didn't work. The hole was still there. I searched a lot of information on the Internet, but good I did not have the same problem, but friends around me would have it.
I had the same issue. What I did was delete the AVD and create a new one (same phone, API 33) but with no frame. Then I booted it up normally and stopped it. After that I enabled the skin and the hole is gone now.
screenshot of AVD
I've built the app and compiled it with VR enabled and cardboard selected as my VR device. I can install and run it on my phone (Samsung S8) BUT the in game camera is stuck in portrait mode and the yew is inverted (turning my head left turns the camera right). I have scoured the internet but still can't find a way to fix this.
I've enabled VR in playersettings and added google cardboard as my VR.
I've also disabled portrait views under orientation.
I've set the camera as both a child and parent object.
I've built the app with both cardboard and daydream selected as the VR (and each individually) but still the same issue.
I've tried forcing different higher levels of API requirement
I have added and removed GvrEditorEmulator from the project and the GvrControllerMain and no luck.
I've even flipped the camera manually by a 180 degrees and this made the view be in landscape but in this case the pitch was inverted (when I look up the camera looks down) and I haven't found a way to resolve this.
In the editor view the screen looks fine, but every time I run it on my Android phone it force starts in portrait mode and the pitch or yew is inverted.
Is there a hidden option I need to switch, does anybody have more suggestions that I could try?
You can see what the app looks like when I hold the phone i portrait mode on the link bellow (the image breaks when I try to add it to the post for some reason).
https://imgur.com/a/o80NRe4
Its worth mentioning that I'm working with Unity version 2019 2.0b2 because any other version I tried would not detect my installed Android SDK and would not let me build the project. I've tried on multiple machines and always had that problem so I'm afraid of attempting an upgrade to a newer version would break my build ability.
This seems to be a known and reported issue for Google VR SDK for unity. Its been reported on their github page.
The only possible fix is reverting back to Unity 2018.3.14f1. I did this by exporting my v2019 project, then creating a new 2018.3.14f1 version project and importing the original into it. This rebuilds the project and should avoid conflicts if you're lucky.
I have developed a game in unity. Which works fine on android but when I tested it on IOS my game crashes after playing 3 levels. I have tested it using XCODE 8. Before crashing didRecieveMemeoryWarning() appear and then "game terminated due to memory issue" . I have compressed my all textures. Double checked my code.I did everything that I can think of. Plz guys help me.
Right After building your game, You can see how big your game is and how many space is taking every file included, to see this, right click on the console tab and select "Open Editor Log" as mentioned in this link. If there is some files that are taking too many space, consider reducing its size, with textures/sprites is as easy as setting a max size to a lower value.
If your build is fine in Android it may be that your textures/sprites are not in a size power of 2 (like 128x128, 256x256, 512x512, and so on...). Unity can't compress this images unless they are power of 2 in iOS.
To solve the above problem without having to manually change every texture of your game, I recommend using packing tags in your sprite options, you can assign the same tags to sprites so they create an atlas, see documentation here. Normally you want to pack together sprites that belong to the same level or menu and try avoiding having atlases bigger than 2048x2048, to see your atlases you can go to the Sprite Packer Window.
I'd say the value I have to change is the stereoMultiplier of the StereoController script attached to the main camera. Anyway I think I have changed every single value of GvrViewer, MainCamera and StereoController. Nothing seems to change the separation of the left and right cameras when compiled to the Android smartphone.
I can see a correct separation in the Unity Game View, but when I compile it to the smartphone, the cameras are too separated (see image below).
I think this issue has happened after updating the Smartphone to Android 6.0 Marshmallow (CyanogenMod 13.0), on Samsung S4.
UPDATE: I have updated to GoogleVR 1.0.1. The same problem is still happening.
Changing scale to 0.007 (which is a very similar scale to the objects in the provided demo scene of GoogleVR: 0.003) seems to fix the problem.
Note: discussed here: https://github.com/googlevr/gvr-unity-sdk/issues/351
UPDATE: in the previous link, somebody wrote:
Android app:
/sdcard/Cardboard/current_device_params
all gvr(cardboard) app will use this file --- "current_device_params".
maybe you should go the url to setup your device profile https://vr.google.com/cardboard/viewerprofilegenerator/
in addiation, you can also do this:
How to change Field of View in Google VR SDK for Unity
how to preview the back camera and front camera in one activity (like half part front and half part back),but i search lot of links and websites till now i didn't get the solution could you please give that type of code or project please help me iam very critical situation ,Thanks in advance