Using MRTK 2.4.0, Unity, Tutorials Do Not Work, Can't Figure Out How to Configure it to Work - unity3d

Brand new HoloLens 2 using latest versions of all the tools. I can't get the most basic tutorial to produce the expected output. I have done the whole thing multiple times to ensure I am following the directions exactly. It builds in Unity and loads to my HL2 device. I have gone all the way to lesson 6 and things don't work as the documentation says. Can anyone point me to something that actually works for a point of beginning. Right now MRTK is just a trial and error operation. Thanks

There is a pretty annoying problem in the MRTK which is about 'solvers' and project built in Release ARM64.
MixedRealityToolkit-Unity Issue
It's probably a very specific case for a lot of people but I was naturally building like that all of my projects and MRTK demos and nothing was working as expected.
I spent a lot of time to identify what I was doing wrong.
Maybe you are in this case ...
As others guys asked, we need more infos about what is not working, your differents tries etc .. to help you.

Related

How to connect Unity with Optitrack through Unity Plugin 1.4.0

I have maybe simple question but can't find answer.
I need to make connection between Optitrack program and unity (using Unity Plugin 1.4.0) as I wrote in the title.
After I find menu to "connect" in both I can't find any guide that show how to do it with available today versions of both programs (almost always it's out of date and they use previous versions of Unity or Optritrack or both with slightly different interface, some options disappear or new appear today).
Or maybe the answer is simple and I can't understand how to do it.
It's my first post here so I hope you understand me properly about my problem.
Thank you in advance for help.
Search through random websites and try to follow the described steps. Every or most of them were out of date and use previous versions of both programs. My every try fail.

Have you had user specific bugs with Unity builds that you have sent out

I have a build which I send out to players and 50% of them get different unique bugs, where Stats reset, Array values match up differently, Certain attributes increase by zero.
This only seems exclusive to their computers and are all very different.
I've attempt sleep nights trying to replicate these bugs on multiple computers, but it I cannot replicate it.
The other 50% of players (Although I don't the actual ratio)
The build works fine, all the bugs and issues that occurs are ones that I know about and easily fix.
I'm desperate to know what's going here, if its something in player settings like changing .NET 2.0 to 4.0 or something like that, but honestly I'm not so well experienced in that area.
Playmaker is mixed into the project for arrays and simpler things, but I've scoured the forums and I can't find anything related to that.
Maybe I need to upgrade my version of unity?
I'm on Unity 2020.1.1f1 Personal, if that has anything to do with how the game builds, but at this point I'm just throwing punch's in the dark.
Thank you.
I also use Playmaker and I've recently experienced a similar bug.
It turns out different CultureSettings on users were causing the issue.
Try this:
using System.Globalization;
and
CultureInfo.CurrentCulture = CultureInfo.InvariantCulture;
Wish you a great weekend :)

Errors with Alamafire SDK with XCode 6.3 and iOS 8.3

Anyone please let me know what is this all about? I am stuck since a week on this and no help from searching. I posted my query to the developer of Alamofire but still no response. Please help! I am totally confused what is wrong in the integration of Alamofire. I have followed every step and this issue is coming with XCode 6.3 as before it was running properly.
When I am adding the Framework under "Copy Frameworks", it is adding the Framework twice showing different paths but when I am Going to there location, it is taking me to the same location. Here is the screen shot.
I have also created the video for that issue. May be that can help in a better way. Please see HERE
Moreover, latest SDK contains framework for MAC OS as well but I didn't add that. I hope all the above information will help you in helping me. Thanks!
This is going to be incredibly difficult to debug without a sample project that is set up in the same manner as your actual one. If you had imported Alamofire project into your project, you wouldn't see two versions of Alamofire appear when you add it to the Copy Frameworks build phase. If you truly want to resolve this quickly, you have two options.
Option 1
Push up a sample project to Github and link it here. We can then take a look at the project and pretty quickly access what the issue is. The main reason it's so difficult here is that there are roughly 10 different things that could be the cause of the issue. Therefore, it's much faster for you to create a sample project than for us to go round-and-round (which we've already started with #Masterfego).
Option 2
Take the leap and try out CocoaPods. It is a fantastic dependency management system that will forever alleviate these annoying types of project management issues. CocoaPods itself has fantastic documentation. Also, the Alamofire README breaks down in detail how to add Alamofire to your project using CocoaPods.
Recommendation
I would highly encourage you to choose Option 2. That is definitely the fastest way forward and you won't regret moving to a more robust dependency management system. It makes managing library updates and new installations extremely simple.
If you do end up going with Option 1, then I'll take a look at your sample project and revise my answer.

Portal effect/Non euclidean

I am looking for a solution to the effect used in Valve's portal games and seen in the "portalizer" unity package. I have searched almost every related question on many forums, however none seem to offer the help I need. I have tried re-working the mirror reflection script found on the wiki, however I have a lot of problems when they are out of the camera's view, and it never seems to work. I feel like I have spent hours on this, if you know anywhere which details the logic and explanation of this effect such as camera matrices and stuff it would be great, or just a working block of code for me to look through.
By the way i'm actually not hoping to explicitly use it for potals, Im attempting to make a room similar to Doctor Who's Tardis which is bigger on the inside, kind of mimicking the effect of Non-Euclidean space. Im also looking for something more advanced than a simple camera with render-to-texture. Im also using the pro version.
Thanks in advance.

Installing "Tiled" plugin into Corona Project Manager

I'm only posting out of frustration to be frank...
Spent the past 2 hours now searching for any guides to setting up a "plugin" while using the Corona Project Manager to build my app.
I have absolutely zero coding experience, but i'm learning.
So I am trying to learn to use Tiled to build levels, I downloaded it here: http://www.mapeditor.org/
And I tried to run this sample code as a test/teaching myself: http://developer.coronalabs.com/code/corona-tiled
Running that sample code gave me some errors naturally, reading the debug errors I'm guessing I did not yet install/unpack/setup/integrate Tiled into my app. It's trying to call and read from a few .dlls and such.
So can someone please, kindly please, point me in the right direction to getting this 3rd party tool set up? Any guides or links or even a direct answer here will be much appreciated.
Many thanks waiting eagerly~