I have a Mapbox map style created in Studio to which I have added extrusion layers. These appear in my app on Android, but not in iOS. I did not change anything in the app to make them appear. I'm using the Mapbox iOS framework 4.9 - as far as I can tell extrusions were supported before that version. The two versions are using the same map style.
Any ideas what I'm not doing?
This is the Android version:
And this is what the same map looks like on iOS.
Updating the SDK to 5.2.0 and migrating the map to a later version in Mapbox Studio made the extrusions appear on iOS. I have no idea which of those changes was important.
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I cannot show the google maps on iOS when I used the flutter to development.
I don't know why it cannot show it, but can show marker icon....
the function can running in Android, but cannot running in iOS
Your API key must persist the properties for using the iOS platform.
So, enabling Maps SDK for iOS platform should work.
Also, check your installed XCode and target sdk version: it must be higher that 12.0
Here is the documentation link
We have tried with apple map but apple map SDK does not allow us to draw polyline over the map so we have seen one application that is doing a similar thing using MapBox SDK. But unfortunately, Mapbox official documentation does not provide any guides about implementing Mapbox SDK in Apple WatchOs.
We have also tried to contact Mapbox support but we didn't get a response from there so if anyone knows how to integrate Mapbox SDK in Apple watchOS.
Unfortunately, Mapbox SDK does not support watchOS.
As Maps SDK cannot be used with WatchOS because Metal API is not available on watchOS
source
MapboxStatic could be your best chance to show a polyline with non-interactive map. You can check out some basic examples here. It works perfectly with MapboxDirections in case you don't have the shape coordinates or you can build your own GeoJson using Turf.
All the SDKs mentioned above support watchOS.
I uploaded my unity android game in Google Play Console but got many unsupported devices. Reasons for devices being unsupported are
Doesn't support required OpenGL ES version: 3.0
Doesn't support framework version: 22 and onwards
In Project Settings> Other Settings I have set Graphics APIs Vulkan, OpenGLES3 and OpenGLE2 in that order and
Minimum API Level: Android 4.4 'KitKat' (API level 19)
Target API Level: Automatic (highest installed)
I tried setting Auto Graphics API and changing the order of the APIs in list but still get the same result
First of all, it is normal that there are a few unsupported cell phone models in the Playstore. There are such a large number of devices that its not possible to modify your app for all of them.
1
So I have also published a game from Unity to the playstore.
I haven't played around with the Graphics API at all. I set it to Automatic (the default values are DirectX 3.0, DirectX 2.0)
and it works fine.
In your case, Vulkan might get used to build and google does not like it.
2
Probably the fix from number 1 will fix this problem, but to really help, we need more informations.
Is it a requirement to use the "Daydream technical preview" version of Unity with Google VR SDK, even if I am targeting Google Cardboard? I don't think this is clear from the documentation, and I don't want a development environment which is Daydream-specific.
Currently, I have installed Unity 5.5.1f1 and Google VR SDK 1.20. However, in player settings, I do not get any of the Cardboard/Daydream options shown in this screenshot:
https://developers.google.com/vr/unity/get-started#prerequisites
Is it a requirement to use the "Daydream technical preview" version of
Unity with Google VR SDK, even if I am targeting Google Cardboard?
No. If you are building for Daydream then you need the Daydream technical preview. Note that there are some sample scenes from the Google VR SDK plugin that are exclusively meant for Daydream. One such example is the VideoDemo. These scenes have Daydream scripts that won't compile on a normal Unity version. If you use the normal Unity version, you will get compile-time errors if you load one of these scenes.
Daydream technical preview is only used to experiment building for Daydream at this moment. It will be added to the normal Unity version when it is ready and with most bug fixed.
In fact, Daydream support is now added to Unity 5.6 beta. You can get that here. I suggest you start developing with Unity 5.6 beta in order to prevent mistakenly using scripts are made for Unity 5.6 beta.
I have a license Unity 3.x. Now we need to create a simple 2D mobile application. Is compatible Unity 3.x SDK with current mobile API platform (Android, IOS) ?
I would say it's not really an issue of if you need to but should you.
And you absolutely should. Unity has released numerous improvements and native support for 2D applications that didn't exist or at least were very rough around the edges prior to 4. I can't think of any reason why I'd want to stay stuck with Unity 3.x when Unity 5 is readily available.