Camera image rotated 90 degrees when taken in landscape mode - flutter

I have recently upgraded to flutter 2.10.5 and the camera plugin to 0.9.5.
After this upgrade, taking a picture in landscape mode displays it 90 degrees rotated.
Any ideas if this is a common issue now?
I can reproduce on my Galaxy S10 and also on the android emulator in Android Studio.
The FlutterExifRotation plugin doesn't correct the orientation (but it does on iOS).

Related

Flutter SafeArea overlaps camera hole in Android simulator

I am using SafeArea and my expectation that it would squeeze everything down below "brows", cameras, status bars, and what not... Unfortunately, when I run my app in Android simulator (Pixel 6 Pro), the camera overlaps my safe area.
I don't have a real Android phone to confirm if the problem is real. Is it a simulator's artifact? If not, what should I do to give my SafeArea additional padding to account for the camera hole?

Google VR SDK stuck in portrait mode

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.

Black screen issue using unity 5 with Gear VR

I'm working on unity-5. If I try making simple apps using unity for android and desktop, It works fine. But now, I'm using unity-5 with for Gear VR apps. Now, as I install the app on Android device using "Build and run" feature then only black screen is shown on android app start. It not even shows splash screen showing "made with Unity".
Basic settings:
Texture compression: ASTC
Min sdk: 19
Target API level: Max (currently 7.1, Nogut)
Virtually supported: true
VR sdk: Oculus
Note: If I uncheck "Virtually reality supported" from player settings, app works fine as usual.
I think the problem is with the oculus package that you are using.
Use Oculus utilities 1.15.0 instead of 1.16.0(which is still in beta version the blackscreen issue is not fixed yet).
I hope this solves your problem.

Wrong orientation using Cardboard SDK on Google Project Tango

We use Google Cardboard Unity SDK to make our own game.
(https://developers.google.com/cardboard/unity)
But when we run this app on the Google Project Tango.
The screen and the orientation detection seems rotate 90 degrees.
We try a lot of Cardboard apps on the Google Play store and most of them have the same result.
Are there any solution for this situation? Or Google just don't want to take care of Project Tango as well?
The Cardboard SDK has a "bug" where it assumes the device is in portrait. For landscape devices like Tango, this creates the 90 degree rotation. It will have to be fixed in the SDK, but in the meantime, you can work around the problem using code similar to the following:
Unity Cardboard Orientation Landscape Right Upside Down

How do I emulate changing the orientation of my android device?

I'm working in Eclipse using the Android SDK and Android ADT plugin, and I have some functionality based on phone orientation that I want to test in the emulator (more specifially, I want to verify my solution to this problem).
How do I emulate the orientation change?
If you mean,switching during runtime,than:
.Switch to previous layout orientation (for example, portrait, landscape): KEYPAD_7, Ctrl-F11
.Switch to next layout orientation (for example, portrait, landscape): KEYPAD_9, Ctrl-F12
Is that what you need?