For one of our HoloLens projects, we need to connect and get layout information from Contentful. Has anyone used the Contentful .NET SDK with Unity3D so far?
Unfortunately the Contentful .NET SDK targets NetStandard 1.4 which Unity does not yet support. However as soon as NetStandard 2.0 is released we will move the SDK to target this instead. Unity will be targeting NetStandard 2.0 "soon" according to this thread: https://forum.unity3d.com/threads/why-not-netstandard.458636/
There are no exact dates yet for the release of NetStandard 2.0 nor for when Unity will start supporting it. I'll update this answer as things move along.
Update 2017-08-15
The Contentful .NET SDK now targets NetStandard 2.0 which was just released. No date yet for when Unity will support it, but it's coming.
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Since I updated my Unity3D Hololens 2 project, using MRTK 2.5.1, to also use the XR SDK for holographic remoting, the app has become laggy also when deploying even though the profiler doesn't show much activity.
Is this a known issue that can be updated in some settings?
Could you provide more information about your project? Without any specific context, the above information make it is difficult for us to profile your application. It is recommended you follow this guide to optimize the performance of mixed reality apps in Unity: Performance recommendations for Unity
In addition, the GitHub issue page of MRTK is an important way for us to collect user feedback, and it currently has no reports on the latest MRTK performance issues. As for XR SDK, because it is a Unity API, we recommend that you submit a new feedback to the Unity product team for a professional suggestion. We always recommend the latest Unity LTS (Long Term Support) stream as the best version to develop MR app, and the current recommendation is to use Unity 2019.4.15f1: https://unity3d.com/unity/qa/lts-releases
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.
I have integrated parse.com in Unity app which worked correctly.
Recently I upgraded unity version to 5.0 for 64 bit iOS Apps and parse queries are not returning anymore.
I am using latest Parse SDK i.e. v1.3.4.
I exported to xCode project using il2cpp framework.
Here is code I am trying
var query = ParseObject.GetQuery("Configuration").WhereEqualTo("Key", "MetaVersion");
query.FindAsync().ContinueWith(t->{
Debug.Log("Never gets printed");
});
Il2CPP is very much a work in progress at the time of this question. Bug report problems with tight repro projects and they will get addressed.
It is worth noting that you do not need to move to Unity 5.0 for 64 bit support. The same 64 bit support is in 4.6.3, the latest 4.6 at the time of this question.
Update: Unity 4.6.3p1 (http://unity3d.com/unity/qa/patch-releases) may have a fix for your issue at least in 4.6. The version notes contain:
(669983) - iOS/IL2CPP: Allow the LogInAsync method in the ParseSDK to
work correctly.
New version of Unity 5 will eventually incorporate that I'm sure.
The Parse developers have worked around a number of the IL2CPP issues in v1.3.5 of the Parse SDK. If you have not tried that version yet, I would recommend it.