Using Virtualbox within Unity - unity3d

We want to demo one of our Android system, in a virtual world using Unity. We would want to use for example a Virtualbox to simulate our virtual system, and show its display on Unity.
We would also want that Android device to be able to connect to an outside internet service exactly like a real physical Android device would do.
Is this doable, and if yes, how can this be done using Unity and Virtualbox?

Related

Developing a Simulator with Unity which needs to run on PC and Android VR glasses at the same time

I'm developing a Simulator with Unity, The Sim is running on a PC and connect to the Sim and everything is working great.
The issues are that the Sim rotates 360 so i can't look and the pc screen that is in the operator station and also i want the player to be able to look around.
For that i need for the VR glasses to be connected the to what is running on the PC and run the at the same time and see the same scene, all controls are from the PC to the physical sim and back, the VR is just for that (looking around)
The only solution i could find or is to run a node.js server (for simplicity running node.js, can be any server) and getting the data from there.
I wonder if there is a better way to do that.
Sorry about not show any solution, i'm not there yet, clueless about where to start with the connection, the Simulator is running perfectly on the PC, just don't know how to connect to the VR glasses so both will see the same thing.
10x
Just implement multiplayer and connect the VR as a client to the PC.
It's easy to setup and run. Your client can have VR capabilities, that the sim doesn't need.
Unity's networking (UNET) is deprecated, so I would use Mirror. But any other networking system would also work.

Can't get UNET work between two Devices using the standard NetworkManager(NOT the MatchMaking!) on Unity3D

I am new to UNET UNITY NETWORKING in general so what I made was a simple prototype game and everything works perfectly at least at that moment when I run two instances of the game on the same laptop so i was able to host and join form one instance to another
so it did exactly what I expected but when used another laptop and connected to the same wifi
I couldn't join with the hosted device anymore, i also tried it on mobile but the same thing happened
this is what it says when i run the game on two devices
You are trying to connect to localhost (the devices local address). That obviously doesn't work for connecting to another device.
You have to configure the IP/Address of the device that will later actually be hosting the game in the NetworkManager component:
Alternatively I can recommend the
NetworkManagerHUD component (has to be attached next to the NetworkManager component on the same GameObject)
so in the game you can still dynamically adjust the host IP/Address as shown in Using the NetworkManagerHUD:
Or if you want to go crazy you can instead also use the NetworkDiscovery to auto-discover a host in your local network (LAN - doesn't work for internet connections).
Easiest mode simply make sure to enable Use NetworkManager
Enable this to use the Network Manager
settings for broadcasting, and to then auto-join found games.
otherwise you can also implement your own script for handling the sending and receiving of broadcast messages.
UNet deprication
In general keep in mind that
UNet is deprecated, and will be removed from Unity in the future. A new system is under development. For more information and next steps see this blog post and the FAQ.

HoloLens sharing with UWP application for PC

The idea is to create a HoloLens application that displays a hologram which can then be manipulated through the UWP application run on the desktop. The desktop application would contain various UI elements that manipulate the hologram(ie. a rotation button to turn it 45 degrees) and of course, see the same object as in the HoloLens. Naturally, I arrived at the 240 academy tutorial, but that seems a bit outdated compared to the current version of the Holotoolkit. It also doesn’t really fit my scenario, since I am not sharing between two HoloLens devices, but a desktop and a HoloLens. I figured that that shouldn’t really matter since you are still targeting for the UWP, but I wasn’t sure.
So what I tried so far was trying to edit the example scene “SharingSpawnTest” and target it for the PC to see what would happen, but I thought this wasn’t the way to do it since the project settings are set for Mixed Reality and not a regular UWP application for the desktop.
My question is basically if this is even possible and if so, how do I achieve this? Do I have to create two separate projects, one for the desktop and one specifically for the HoloLens and communicate that way?
Add a NetworkManagerHUD component to your NetworkManager object. Once you add it, type in the HoloLens IP address and connect to it. Currently, this only works for HoloLens to be the host and the desktop to be the client.

Communication between MS Metro and an Arduino board?

I've received a project from someone that includes an Arduino (Uno) board with some sensors and lights with an USB cable and a documented protocol for communicating with this board through a COM port. It works fine with some existing code, but I need to port the whole project to a Windows RT environment using an ARM processor and including the Metro interface for the application. And it's going to be completely rewritten...
First of all, my Windows RT device does have an USB port so it can connect to the board. But the challenge is to communicate with the board to read out the sensors and manipulate the lights and I happen to have problems finding some useful libraries, tutorials or other information about how to make these work together.
This project works fine with other Windows versions, though. I just need something specific for Windows RT/ARM/Metro.
Currently it is not possible to do this on Windows RT, and here is an explanation why. As a work around I am using a standard full screen WPF application in combination with the Surface SDK for touch enable UI components. The obvious disadvantage here is that you cannot publish the app to the store.
I think that we should actually try it on a real machine instead of the rt. The surface rt is basically for documents and the internet.
You'd be better off trying all of this with a Toshiba 2032.
A PDA from about 2003.

WIA can not find my internal camera in windows 7

I am currently working on a project where I need to access a build in camera (software will run on a tablet), stream what the camera is showing, and allow the user to take a picture from the stream. I have a version of what I am trying to accomplish on my laptop with its built in camera working. The major difference is the Laptop is using windows XP the tablet is using windows 7.
Running the software on the tablet I get an exception (with some research it appears that exception is cause by no WIA device found). Is it possible that the built in Camera is not WIA compatible? The device does show in the Device Manager as an USB Camera Device, but unlike the camera on my laptop I can't access it directly. I have to use 3rd party software put in by the tablet maker to get the camera to work.
Has anyone experience similar problems? I have to believe if the tablet maker can do what I need I should be able to do something similar.
There also is the Windows Portable Device API that can access cameras, but that appears to be written in c++, without a .NET wrapper. Does anyone know of a simple tutorial of how I could get .NET to place nice with it? EDIT: Just tried WPD didn't list any devices either. I am beginning to thing this camera doesn't exist.
Any knowledge/ pointers to resources would be appreciated. (So far google has turned up the same few articles, no matter which way I approach the problem)
Turns out my Camera was not WIA compatible. I was able to get the tablet to do what I needed it to do using directshow (actually directshow.net)
Good links if others are trying to do something similar and having similar problems
http://msdn.microsoft.com/en-us/library/dd375454%28VS.85%29.aspx
http://directshownet.sourceforge.net/faq.html