i'm working with RED robot editor on eclipse with the robot framework 3.2.2v, I wanted to ask if RED supports the latest version of robot (robot framework 5) or not? or what the change to make in order to support it?
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I am new to unity 2021.2.10f and I have become stuck on getting a simple app working on a tablet /real hardware.
I am using unity 2021.2.10f my project is simply the built in
"3D Sample Scene(URP)" I did not change anything to it except added an icon to it (so I can see it in the tablet menu when it is installed on the android tablet)- the unity project can easily be
recreated-I could not upload it since it the project was large (more than 350MB) for my internet connection.
This is how the the unity project looks on my computer
enter image description here
When I compile this to an android apk I just get a pink/magenta screen (as shown below).
enter image description here
I also get the message below from the tablet.
enter image description here
After googling around for an answer I found out
this pink/magenta screen means it is a shader problem.After more googling for an answer it was recommended to tick or untick to reset the
~"Auto Graphic API" as a fix-but this did not work for me.
I also changed the color space from Gamma to linear-and again this did not work for me. My tablet is a Maitai MT107.
So my question is -how do I get this to work?
In previous years and using older versions of unity I have been able to get unity made apps to work perfectly on several different tablets (though not an MT-107).
Also the compiled version of this project does not
work in latest version of Bluestacks on Windows 10-it shows a blank black screen instead of a pink screen-may be it is related to that-
maybe if I can get it to work with the Bluestacks emulator it will work on real hardware-but I do not know what exactly the problem is that is stopping the app working on the MT107.
I figured it out using Shingo's comments.
My tablet only supports GL ES2 because
I ran CPU-Z to find that out.
I made a simple test program (just the default empty project with the blue sky) with
unity 2020 (NOT the latest version) when GL ES 2 is selected.
Here is the gotcha-it looks like ES2 was removed in the latest version
of Unity 2021.2.10f-but it can be selected in the following way.
I started off by making my test program in unity 2020 save and closed the project. I selected GLES 2, as shown below,in this older version of unity (NOT using "Auto Graphic API")
Then I re-opened it, this makes unity convert the project so it
works in the latest version of unity 2021.2.10f-then I can see the GLES 2 (depreciated) appears in the
latest version of Unity. The GLES2 option circled in blue shown below
-GLES 2 support does not appear in the project if the project is not converted from the older version of unity.
Now I can use the latest version of unity to use with a tablet that supports
only GLES 2 by adding to the empty test program to eventually write my complete program.
I am happy I can still use my tablet with unity because: it wasn't cheap to
buy and bought this year, if it works on this tablet it will work on a GLES3 tablet (because of backwards compatiability).
I have been using Egor Bogatov's Toasts.Forms.Plugin v2.0.4 to display success/failure/info messages to users. After migrating to .Net Standard I needed to upgrade the plugin, since that version supports .Net Framework. Unfortunately the 3+ version has morphed into a notification framework and does not fit our needs. Is there an alternate plugin that supports .Net Standard and simply displays a message for a set length of time?
you can use Plugin.Toast v 2.1.1 to display message, warning, error success and create your custom toast. It's available for iOS and Android projects
For one of our HoloLens projects, we need to connect and get layout information from Contentful. Has anyone used the Contentful .NET SDK with Unity3D so far?
Unfortunately the Contentful .NET SDK targets NetStandard 1.4 which Unity does not yet support. However as soon as NetStandard 2.0 is released we will move the SDK to target this instead. Unity will be targeting NetStandard 2.0 "soon" according to this thread: https://forum.unity3d.com/threads/why-not-netstandard.458636/
There are no exact dates yet for the release of NetStandard 2.0 nor for when Unity will start supporting it. I'll update this answer as things move along.
Update 2017-08-15
The Contentful .NET SDK now targets NetStandard 2.0 which was just released. No date yet for when Unity will support it, but it's coming.
I wanna change Mono mode in Cardboard Application.
We could change it by setting "VRModeEnabled=false" in GvrViewerMain which is the main script in the old sdk version (1.4.0).
However, I cannot find the setting in GvrEditorEmulator which is the main script in the new sdk version (1.5.0).
Could you tell me the solution of the problem?
The old SDKs were meant for unity version less than 5.6, where there is no native support for Cardboard / Daydream, and hence rendering had to be done with assistance from Google VR SDK. (GvrViewerMain). But now, with native render support added to Unity, the GvrViewerMain is obsoleted.. The GvrEditorEmulator just emulates inputs (head tracking, clicks ..).
You should be able to change the VRModeEnabled settings in the Unity "Player Preferences".
I am currently building code that I would really like to use as a framework by being able to import MyCustomFramework as I would with Apple frameworks (in the future I would also like to distribute them).
I have some questions about that :
What is the easiest way to build a framework as what I want? Is this possible to do it directly in Xcode or do I need to use command line tools in the Terminal?
Will this framework be compatible with multiple platforms (I am thinking about all Apple platforms but also about other platforms supported by Swift such as Linux).
What is exactly the link between Swift frameworks and the Swift Package Manager ? Do I need SPM to build my framework or is this two different tools?
Thank you.
Currently, Swift Package Manager (SPM) and Xcode Frameworks follow different paths. For Linux, you have to follow the SPM path since the only way to compile a Linux swift application is to use SPM. For macOS command line apps, you can follow the SPM path as well. For iOS apps and macOS UI apps, you have to follow the Xcode Frameworks path.
For the SPM path, you make the project of your framework SPM-enabled: add Package.swift file and set the file layout of your project according to SPM conventions. The project also has to be a git repository. Then the git repository of your project can be specified as a dependency to other SPM-enabled frameworks/applications. Each SPM-enabled project can be converted to an Xcode project any time by using swift package generate-xcodeproj command.
The Xcode Frameworks path is the standard, pre-SPM way of working with frameworks with Xcode, which is described elsewhere. You create an Xcode Project that will define your framework.
So, if you want your framework to be used both in SPM-enabled projects for Linux and macOS command line apps, and in Xcode-enabled projects for iOS and macOS UI apps, you have to follow the dual path. You make your project SPM-enabled and add an Xcode Project which will define your framework. You will have to maintain your project information twice - in Package.swift file and in the Xcode Project.
I gave a detailed answer on how to use Xcode to create a Framework target in an answer 2 weeks ago here. The question wasn't specifically related to Frameworks, so I can understand how it doesn't come up in a search. (I also believe if I copied/pasted it here that would be unwelcome, but if I'm wrong I'll do it.)
For now a Swift Framework target can be compatible across Apple platforms, provided you separate UIKit, Foundation, and core code into their own frameworks. (There may be a better way but that's the best way I know.
About Swift core code: Currently Swift is (still) evolving fast. Swift 3 is beginning to have production server-side use and some Linux use, but right now with no binary compatibility (that's part of Swift 4) I'd stick to Apple platforms.
I've heard conflicting things about Swift version compatibility between Swift 2 & 3. By this I mean you can use both in the same project, but there are hurdles if you do.