I recently started working on FaceBook AR Studio (FaceBook AR Studio Documentation. What I am trying to do is add "Segmentation", as listed here in the available features, but I am unable to do so.
When I go to AR Studio project and navigate to 'Insert', I only get 2 options in the "Scene Understanding" category. Those 2 options are -> 'Face Tracker" and "Plane Tracker". Nothing about segmentation is there (but if you look at the tutorials FaceBook has provided, segmentation is listed under the category). I am Running v35 of FB AR Studio.
Can you help me understand how I am supposed to do segmentation because it's still listed as a feature of FaceBook AR Studio?
You must update to V39 to use segmentation.
Related
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).
Unity Version: Unity 2019.3.9f1
Vuforia Version: 9.0.12
The app works fine in unity editor, it builds and runs successfully without error but no camera feed (black screen). Can't seem to find up to date solutions online.
Updated the Vuforia version to 9.2.7 does not seem to solve the problem.
I don't think to check the "Vuforia Augmented Reality Supported" under the "XR Settings" is an option, because it's able to deprecate. Also Checking the "Windows Mixed Reality" plug-in under XR Plug-in Management didn't solve the problem.
I already checked the "InternetClient" and "WebCam" in the publish setting for UWP.
Do I need to change anything in ARCamera's "Open Vuforia Engine configuration"? Some solutions mention disabling the Vuforia play mode will help, but I can't seem to find the option anywhere.
Anyone encountered the same issue and find a solution? Thanks.
I don't have a current solution, but would like to share my experience working with vuforia, UWP.
I found that there are varying breaking versions of unity and vuforia's SDK.
The latest version may not necessarily work I had to trial and error before I found a compatible version, so you might want to try that out. perhaps a older version of either unity/vuforia in reference with https://library.vuforia.com/platform-support/supported-versions.html
And yeah, definitely run your "hello world" tests on the sample projects first.
Best of luck, it's a great SDK ,once you get it to work.
Recently I've found out about Flutter being able to support desktop applications as well. I'm just curious how far this technology is and if any of you had success porting your mobile apps to the desktop. If so, what was the experience like? Are desktop-specific features like windows, mouse interaction, desktop notifications, etc. supported?
It was demonstrated at the Flutter Live event in December, but nothing official has been released that I'm aware of.
Flutter for Desktop was launched as alpha build at flutter interact 2019.
The official documentation is available at https://flutter.dev/desktop
The following video describes how to run your flutter app on a MacOS
You can watch the following video is you don't wanna read the docs
https://www.youtube.com/watch?v=9tEdoVuC1uQ&t=23s
(Skip to 0:48 seconds, as slight noise occurs for few seconds)
A simple app is created using android studio and we can easily see the options available to port the code to all platforms. For example, if you create a default app using android studio, the mouse event will help you to tap on a button and increase the count.
Regarding the experience, it feels good to write a single code and port/deploy on any platform. Using VSCode or android studio, both are helpful.
"Gameroom(windows)"
I'm trying to integrate our game with Facebook Gameroom. The first step is Login integration.
Seems, the official SDK does not support "Gameroom(windows)" Login.
Where can I find the unity SDK that supported "Gameroom(windows)" Login?
Has anyone integrated with Gameroom before?
Thanks.
I had the same question up until yesterday. I would direct you to this link: https://developers.facebook.com/docs/games/gameroom
You want to use at least Unity 5.6.2 and use the Facebook Gameroom (Windows Native) build included in Unity. Use the 7.10 SDK (choose it from the dropdown it'll say 'Facebook SDK 7.10.1') on the Build Settings screen.
The link that I gave is needed as once you have the build set up there's a lot of things that you need to do to make it work, and the link will help you through that. (On the page in the documentation, there's a link that will take you to the build and testing page - it's the second set of instructions).
I'm currently in the process of porting over a Mobile game to FB Gameroom, so I am going through it myself. Oh! and you'll want to have the 7.10.0 Facebook SDK (available from Facebook) as a .unitypackage file.
The reason for the unity package version is that you will seriously want the examples directory and scripts so that you can implement facebook's api. Do NOT install the entire package as that will blow everything up, just need the scripts and the scenes.
That should get you started. Also, a tech-tip... if you are using UNITY IAP, it will log into facebook on its own (to set up the codeless IAP stuff). I found that out AFTER I modified the examples to handle the login and initialization of the Facebook API.
Good Luck!!!
I need to create a link that tells the device to open my App.
Is this somehow possible ?
I found this old tutorial but the 'DPS Viewer Builder' Apparently doesn't exist anymore in the 2015 edition.
The DPS 2015, now name Adobe Experence Manager Mobile (AEM Mobile) still allow you to link to an app, using the publication-ID.
Check the Create deep links from outside the app to set that.