Can't read runtime error message in Windows Mixed Reality Headset - unity3d

I have a very stupid problem.... I have developed an application using Unity3d and the Mixed Reality Toolki using a Windows UWP. It works fine under Unity. However, when build it, compile it with Visual Studio and then run it, I get a couple of red error messages in only one eye and can only real about half of it.....!!!
Any idea how I could either read it or copy and paste it somewhere to read it later?

Related

Cannot get simple beginners app to work on tablet using the latest version of Unity

I am new to unity 2021.2.10f and I have become stuck on getting a simple app working on a tablet /real hardware.
I am using unity 2021.2.10f my project is simply the built in
"3D Sample Scene(URP)" I did not change anything to it except added an icon to it (so I can see it in the tablet menu when it is installed on the android tablet)- the unity project can easily be
recreated-I could not upload it since it the project was large (more than 350MB) for my internet connection.
This is how the the unity project looks on my computer
enter image description here
When I compile this to an android apk I just get a pink/magenta screen (as shown below).
enter image description here
I also get the message below from the tablet.
enter image description here
After googling around for an answer I found out
this pink/magenta screen means it is a shader problem.After more googling for an answer it was recommended to tick or untick to reset the
~"Auto Graphic API" as a fix-but this did not work for me.
I also changed the color space from Gamma to linear-and again this did not work for me. My tablet is a Maitai MT107.
So my question is -how do I get this to work?
In previous years and using older versions of unity I have been able to get unity made apps to work perfectly on several different tablets (though not an MT-107).
Also the compiled version of this project does not
work in latest version of Bluestacks on Windows 10-it shows a blank black screen instead of a pink screen-may be it is related to that-
maybe if I can get it to work with the Bluestacks emulator it will work on real hardware-but I do not know what exactly the problem is that is stopping the app working on the MT107.
I figured it out using Shingo's comments.
My tablet only supports GL ES2 because
I ran CPU-Z to find that out.
I made a simple test program (just the default empty project with the blue sky) with
unity 2020 (NOT the latest version) when GL ES 2 is selected.
Here is the gotcha-it looks like ES2 was removed in the latest version
of Unity 2021.2.10f-but it can be selected in the following way.
I started off by making my test program in unity 2020 save and closed the project. I selected GLES 2, as shown below,in this older version of unity (NOT using "Auto Graphic API")
Then I re-opened it, this makes unity convert the project so it
works in the latest version of unity 2021.2.10f-then I can see the GLES 2 (depreciated) appears in the
latest version of Unity. The GLES2 option circled in blue shown below
-GLES 2 support does not appear in the project if the project is not converted from the older version of unity.
Now I can use the latest version of unity to use with a tablet that supports
only GLES 2 by adding to the empty test program to eventually write my complete program.
I am happy I can still use my tablet with unity because: it wasn't cheap to
buy and bought this year, if it works on this tablet it will work on a GLES3 tablet (because of backwards compatiability).

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).

Playing a video/audio file on another drive in Unity using UWP

I'm building a media player for Mixed Reality, so I need to do it with UWP (Editorial Comment: I HATE UWP...)
I built the application using the Unity editor and it works flawlessly. I'm able to access files, play videos, audios, etc.
but….
As soon as I build the project and then compile it with Visual Studio. The file picker I've built works fine since I specified "BroadFileSystemAccess" in the capabilities. However, whenever I use one of the files I picked and use Videoplayer.Url I get Access Denied. This works fine from within Unity, but everything being so sandboxed in UWP, the compiled version does not work.
I've tried adding BroadFileSystemAccess to the generated solution's manifest before compiling. I've tried changing the file access permissions in the "Settings/Privacy/FileSystem" of Windows, allowing my application to access the filesystem.
I checked the Unity Player.Log to ensure this was the problem, and indeed it is…..
This is an example of code that generates that "Access Denied"
public VideoPlayer vp;
public void seturl(string filetoplay)
{
vp.url = "file://"+filetoplay;
vp.play();
}
Nothing fancy…. it just crashes…
Any help appreciated!
BroadFileSystemAccess isn't available on MRP, Windows devices or Store applications. This capability is just for desktop development purposes only.
For any distributed appx you should use another ones.

Game Maker Studio, Importing games

Is it possible to import a game maker game into game maker studio? Because I want to edit the older verison of the game, that i have saved as an application?!
example: if I have a game that I created an application so I could share it with friends, how do I do it. the current game that I want to import has the file type .exe ive been changing it to .gmx , .gmz , .gmd . and then a weird error message shows up then when im going to edit my game theirs nothing?! please HELP
Unless you have the actual project file (which would have an extension like, for example, .gmx, .gmz, .gm7, .gm8, .gm81, etc.) you cannot do this. The .exe file extension is for applications, which means that GameMaker already compiled it into a an application.
There used to be an old program called Gamemaker Decompiler.
As far as I know, it can be found here: http://gamemakerblog.com/2011/06/14/gamemaker-8-1-decompiler-released/
It should be able to decompile anything that is not encrypted by GM:S and should give you a .gmx, .gmz, .gm7, .gm8 or .gm81 project which you should be able to import directly into GameMaker: Studio.
Even if its only a exe from a older game maker version you can export it to game maker studio.
if it is a exe you need first to decompile it using the decompiling tool for older version of game maker.
Here you can found it
I was able to recover all my old working versions and transform then to game maker studio
So now you just need to open Game Maker Studio and in the Import TAG you this form will show you all the options to importing your games.

Windows 10 webcam works on UWP but not on standalone

I have tried to show a usb webcam video in a simple app. I tried it through Unity3d, regular C# project and a UWP project. in unity3d the same code works when the target is windows 10 store and the app manifest declares webcam usage, and when I compile it to a standalone x86/x64 app the camera is turned on and the app crashes. I also wrote a simple UWP app using the windows 10 camera api and it worked fine but the .net 4.5/4.6 crashed like the unity app. I also tried accessing the camera through OpenCv but no luck. I think it's the webcam authorization in windows 10 but I do not know how to set it for standalone apps. Microsoft claims that only store apps are subject to the camera authorization setting but in real life the camera causes a crash. Can anyone help?
This sounds like a potential bug. Could you post the c# code you are running that is causing the crash and can you find the error message/code associated with the exception causing the crash?