Is it possible for Unity to build directly to Arduino? - unity3d

I am working on a project for a client and the request came in to bypass the arduino ide altogether and just write all the code in c# and have Unity build directly to the board. Is this something that would even be possible?
I know there are plenty of libraries I can access to communicate with the serial devices directly, could I just do this?
Has anyone tried to do this before?

Related

Is there a VS Code extension that can read/understand/compile GameSalad projects (gsproj)?

A few years ago, I created a simple mobile game using a simple but limited game creating platform called GameSalad. I was able to export the game with a key and everything and was able to install it on my own phone to try it, however it needed a MAC computer to do so (even though I edited my entire game using the PC version of their program).
Now I don't have access to a MAC computer anymore, and I don't have the APK anymore. However I have the folders of all the different versions of my game on my PC.
I was wondering if there'd be a way to open the project and compile it as an APK for android using either VS Code or Visual Studio ?
I believe GameSalad was using LUA as a langage. I tried searching for GSPROJ, GameSalad and all combination I could thinkl of in order to find an extension, but didn't find any. Maybe there's a way that I missed ?
While opening my folder in VS Code, the arborescence looks like this :
Screenshot
Most files are in .xml , the mainfile (with extension .gsproj) seems empty, and most other scripts/code parts are in a format/extension called ".behavior" and they also seem emtpy.
Any ideas or tips on how I could proceed ?
Thank you !
The GameSalad engine that interprets GameSalad's game project files is proprietary so there would be no easy way to compile from VSCode.
The GameSalad Viewer App should work with the current versions of GameSalad for Windows and GameSalad Creator 2 (the web version).

Testing React Native code without an Android Emulator

I'm a uni student who has to create a React Native mobile application for an assignment. Initially, we were using University computers for our coding and using Android Studio emulators to test our code once it was written to make sure it works on an android device.
Unfortunately due to the current epidemic, my University has closed all facilities including their 24 hour library which myself and coursemates were using to complete this assignment. This means that all of our assignment work must now be completed on personal computers. My personal laptop doesn't seem to work well with Android Studio, I am assuming it is due to the ageing hardware. I cannot get an emulator to run.
I would like to know if there is a way to use an online emulator or something of the sort to test the code I have written to make sure it actually works. I am aware of expo but since I am using the React Native CLI I don't think I am able to use Expo for an emulator. Is there a way that I can still use the Expo emulator even though this React project is not using Expo CLI?
Unfortunately I also cannot use a personal device as I do not own an Android phone.
Any advice would be greatly appreciated. I have made my course tutors aware of my circumstances and was informed that I can apply for exceptional factors to be taken into consideration when marking my work. However I would much rather complete the work to the best of my ability if possible without needing to apply for the above.
The only solution I know is the genymotion, it should be a bit easier to run on less powerful hardware but take no word from me because I've never used it. Otherwise if you know someone with a more powerful pc/laptop you can clone your project from git to that pc, connect to that pc with teamviewer or remote desktop (vpn needed) and run it from there.
There is another solution at last after making a build for you app you can try running the app on BrowserStack a cloud testing platform. But it's gonna be tough if you have a bug or something. Or you can use Genymotion it runs on a less powerful hardware

Open executable jar from Unity UWP

I'm building a windows app using Unity3d and I want to include an executable .jar file which has to open on button click from the app. Is there any way to develop this? Please help.
Unfortunately I don't think there is a direct way to do this. Pure UWP apps (which are generated by Unity) are sandboxed and compiled using .NET Native. As such they don't allow executing external code/process as that would pose security risk.
If you used an external Desktop Bridge app (which has full permissions) and communicated with it via app service (see this documentation article), you could theoretically achieve this, but it sounds a bit too complex. Another alternative would be to publish your app as a classic Win32 game. It would still be possible to publish it on Microsoft Store, however it would be limited to desktop devices.

Hololens applications using WebGL / ThreeJS

I've got a WebGL application built with JavaScript and ThreeJS. I was able to enable WebVR somewhat easily to create a immersive environment. I think my app is a better use case for mixed-reality/AR. Hololens seems to be the big player in that hardware space.
As I look at the development tools around Hololens its pretty much Unity and C#. Both great tools but as I start developing in this closed environment I kinda feel like I'm building a Silverlight application.
I've been trying to figure out if there is a trick I can accomplish to create a immersive experience with my WebGL app. I know that I can use Edge browser, however, thats a flat experience which is not any value to this use case.
I've found a few links:
is-it-possible-to-use-webgl-with-hololens-repost
can-i-make-a-universal-app-using-html-that-runs-on-hololens
augmented reality with awe.js
All these seem to either be 2d experiences or 'fake' AR using cameras and WebVR. Furthermore, I also looked into porting my WebGL app to Unity using Unity's JavaScript language features to find out that it is really a subset fork of actual JavaScript ( known as UnityScript ) making it way more effort than its worth.
Given all this, I'm wondering if its even possible to accomplish the feat and if anyone knows if this is something on the roadmap for microsoft?
There's this new tool from Microsoft called HoloJS. It's a framework for creating holographic apps using JavaScript and WebGL.
holographicjs is a C++ Windows Runtime Component for hosting Windows Holographic apps built with Javascript and WebGL.
Its interesting and a huge hack but might be a good first start for the community!
Note: Answer based on:
I do not know what Microsoft roadmap plans are or will be
The actual easy-way to develop for hololens is using VS and Unity3D (so, maybe there is a way of developing using WebGl but as you can see, is not the easy-direct and supported way).
My answer: Taking into account that is a new product with no direct competence, they will not move forward offering other platforms unless they are forced to. Meanwhile they are happy that you use C#, Visual Studio, .Net, Edge and Windows and Unity3d under Windows (hard to believe to me you can do this using Unity3d at MacOS or Linux). It's also normal that they offer a limited ecosystem at the moment, with the same excuse: it is new, so limited support due to stability and optimal concerns is available just in their more familiar context: Microsoft products.
But as soon as new device come in and start offering new things (support for programing languages, OS or web) you should be completely sure that they will evolve or die.

How to integrate USB integration in Unity Engine for Desktop application?

Has anyone done any Unity project where USB communication is done? I have to do USB communication with a board to get sensor values. How can I go about doing this USB communication?
You can link .NET DLLs in Unity by adding them to the project (drag and drop worked, if I recall correctly). So, code your board access library in a Visual Studio project using .NET, exposing the API you need to use and add the DLL.
You will be able to access the contents of the DLL from your Unity code (although I have only done this with C#).
Of course, this only works on PC. For other platforms, I don't know if this is even possible.
EDIT: Minor correction.