I know how to disable the tutorial of Daydream screen on Daydream app / Developer Options and checking Skip VR Entry Screens.
But, I need it. The problem with screen is because the entry screen is shown at the beginning of the app. I need this screen on my second scene!
If you have a way to disable it by code could you show it?
I found the solution.
It's needed disable the NFC option on mobile settings.
Related
I'm working on this app that uses a video player. In here I use 2 main options to change the orientation of the player, which are the fullscreen button, and the auto rotation feature (changes according to device orientation). For this I'm using 2 libraries,
Auto orientation and
Native device orientation
The functionality works perfectly fine, when the device auto rotation mode is turned on. But it misbehaves when it is turned off. I know how to fix this issue. But can't find a suitable library for this.
So basically what I need is, I want to run a specific set of code on the condition , if the device's auto orientation mode turnes on/off. So are there any flutter libraries available to check the auto rotation status? Basically I need to detect whether it is turned on or off.
Any help would be highly appreciated :)
PS: I didn't add any code, because it's not the code I need help with. Thanks
There is a plugin for this, although it doesn't look like it's been updated in a while:
auto_rotate_get
On Android it uses this:
Settings.System.getInt(activity?.contentResolver, Settings.System.ACCELEROMETER_ROTATION, 0) == 1
I don't think it supports iOS.
I've built the app and compiled it with VR enabled and cardboard selected as my VR device. I can install and run it on my phone (Samsung S8) BUT the in game camera is stuck in portrait mode and the yew is inverted (turning my head left turns the camera right). I have scoured the internet but still can't find a way to fix this.
I've enabled VR in playersettings and added google cardboard as my VR.
I've also disabled portrait views under orientation.
I've set the camera as both a child and parent object.
I've built the app with both cardboard and daydream selected as the VR (and each individually) but still the same issue.
I've tried forcing different higher levels of API requirement
I have added and removed GvrEditorEmulator from the project and the GvrControllerMain and no luck.
I've even flipped the camera manually by a 180 degrees and this made the view be in landscape but in this case the pitch was inverted (when I look up the camera looks down) and I haven't found a way to resolve this.
In the editor view the screen looks fine, but every time I run it on my Android phone it force starts in portrait mode and the pitch or yew is inverted.
Is there a hidden option I need to switch, does anybody have more suggestions that I could try?
You can see what the app looks like when I hold the phone i portrait mode on the link bellow (the image breaks when I try to add it to the post for some reason).
https://imgur.com/a/o80NRe4
Its worth mentioning that I'm working with Unity version 2019 2.0b2 because any other version I tried would not detect my installed Android SDK and would not let me build the project. I've tried on multiple machines and always had that problem so I'm afraid of attempting an upgrade to a newer version would break my build ability.
This seems to be a known and reported issue for Google VR SDK for unity. Its been reported on their github page.
The only possible fix is reverting back to Unity 2018.3.14f1. I did this by exporting my v2019 project, then creating a new 2018.3.14f1 version project and importing the original into it. This rebuilds the project and should avoid conflicts if you're lucky.
I am working Facebook instant game using unity2017.2. I deployed build for Facebook and uploaded it on Facebook. Everything is fine but when instant game start there is unity loading bar appears which take 8,9 seconds even if you have just one scene with one button in your game. So how can i remove that build-in unity loading screen. Please help. Thanks
https://i.stack.imgur.com/0IodM.png
It is not possible to skip the whole loading screen. As mentioned in the comments you can modify your UnityLoader.js - you can find this script in the Build folder of your build.
To read the code I recommend this beautifier
I just opend my build and found the object Progress in line 1849. Perhaps you have a different version and it is at a different line. Search for Progress
Here you can see what Unity is doing. In the Progress.update they are updating the ProgressBar.
At all it is not easy to read.
The easy way to customize you loading screen is to replace the graphics under TemplateData - here you can copy your own pictures. The names have to be the same as the original filenames: (default is light)
progressLogo.Light.png
progressFull.Light.png
progressEmpty.Light.png
I think this could be a solution for you?
Yup, it's a little bit frustrating to see a logo for a long time. I've worked on Unity version 2018.31f, and there, it's easily removable if you are using Unity Pro.
To remove the logo in Unity Pro, open your Unity WebGL project, Go to File -> Build Settings -> Player settings. You'll see settings for WebGL and a Splash Image column in that window, as shown in this picture.
As you can see in Splash Image settings, show splash screen column is inaccessible for me to tick/untick. The same goes with Show Unity Logo. This is because I'm currently using a free version of Unity. But in the Unity Pro version, you can untick this option and make that Unity Logo screen hidden.
If you are using the Unity free version, ensure a minimum Logo Duration of 2-sec, at least in the accessible version of Unity.
While in Cardboard VR-Mode you can use a cogwheel icon in the top-right-corner.
This button access the VR Settings.
I want to access it directly inside of Unity3D.
I cant find any api making that available or mention it.
please help :)
Answer:
Assuming you mean either the settings button or the Cardboard back button, it seems you can customize the one via listening for KeyCode.Escape, but that the other one is fixed.
Source:
You can customize the behaviour of the Cardboard back button by listening for Input.GetKeyDown(KeyCode.Escape)), but the Settings button is not override-able.
https://forum.unity.com/threads/accessing-cardboard-back-and-configure-buttons.461975/
I have a very rare problem on iOS (iphone).
i developed the site yolieva.de with a videoclip which also runs on ios. but it plays in the background because on top is the navigation with z-index. but it is not accessible from ios. kind of disabled because of the videoclip. you may want to try it with an iphone and you see you cant click through the siteā¦
how to solve this? i want to keep the navigation above the video
I think this has something to do with how iOS deals with the videoclip, so I am not sure that you can do anything about it directly.
Why don't you make the div containing the flash player (id player) smaller on the iphone?
In fact, on the iphone your flash video is not shown in place, there is anyway a change of view, so there is no need of having it full screen either. Of course, you should make your flash player div smaller only for iOS, not other browsers, where it is fine that it is full screen...