I'm trying to make a video call abroad on my Flutter project but even though call has successfully created and both sides have connected there is no video or audio on both sides.
I'm using Agora.io as RTC Engine and my project is a test project (I only have the app id).
Do I need to have certificate and token or is there any other solutions?
Agora version: 3.1.3
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I'm working in a application to use mobile camera as a webcam.
I have mobile app and desktop app working, already streaming phone camera to desktop app. I'm using flutter and webrtc.
But the question now is, how i make to recognize my desktop app as a webcam in pc? In my research I found content about "virtual webcam". I don't know if this is the right way.
I'm developing a Flutter application for both Android and IOS. I'm sending to my users custom sound notifications using Firebase Cloud Messaging (FCM).
On Android everything is just fine, I'm receiving notifications with custom sounds. However, on IOS I'm receiving the notifications, but with default sound.
I have configured my Xcode as the following:
What am I doing wrong?
Your sound files should be plain directly to the Copy Bundle Resources (and not in the assets folder).
I want to add agora_rtc_engine plugin into my app , but I'm facing a problem with it . When i debugging the app on real device it is working and when i installing it on another device it doesn't work and show me that on the device screen
agora video call flutter keep stopping
I'm using the agora quick start example https://github.com/AgoraIO-Community/Agora-Flutter-Quickstart
can any one know the wrong with it ?
It happens to me when I rewrite code or copy lib. But when I download examples like this one https://github.com/AgoraIO-Community/Agora-Flutter-Quickstart everything works.
Temporary you can build your project on this one, just changing name and reinstalling it on your phone.
I have been trying to figure out the best way to implement dynamic photos and voice notes into my Unity3d app, and am looking for guidance about the correct backend/database to use. There would be two apps, one that a user would login to and upload content: I am working with someone that can build an Android app that allows for a user to login with Google, Facebook, etc and upload content (images, messages, etc) to their profile using Firebase. The other half would be the Windows Oculus Rift app.
I am building a Unity VR experience for Oculus Rift that needs to use this user content dynamically during runtime, but I am not sure the best way to connect Unity with Firebase. I am aware of the recent Firebase SDK for Unity, but the examples show use cases for Android and IOS builds from Unity, whereas I would need to build to Windows for use with the Oculus Rift. Will the Unity Firebase SDK work for Windows and if not, are there any suggestions about the best way to accomplish my goal?
Thank you,
Jacob
The current version of the Firebase Unity SDK only works on Android and iOS. There is nothing on the road map to implement desktop apps in Unity at present.
Note that you can still interact with the Firebase Database using the REST API.
I can't figure out how to get my Unity app to recognize images from the cloud using the Metaio SDK. Could anyone point me to the method, API or tutorial to allow this on Unity/Metaio?
For example, I've got my Unity app working with Metaio to recognize a local image, that is, an image that I've placed in the Resources folder. I would like to build an app that can recognize images in the cloud (metaio servers) such that no image file would need to be bundled into the application itself.
Some details: I'm using Unity Pro 4.5.5 with Metaio SDK 6.0, trying to build an app for Android
The Metaio SDK installer includes example of Cloud based image recognition a.k.a. Visual Search. Please refer to the Visual Search scene in the Unity example. More information can be found here: https://dev.metaio.com/visual-search/general-information/