Google Tango - Markers .xml not saved - unity3d

I am currently working with a Lenovo Phab 2 Pro - Google Tango. I installed the new Gankino SDK.
After using area learning I would like to retrieve the coordinates of the markers places during the area learning.
When I go into the folder at the following address: LenovoPhab2Pro\Memory\Android\Data : I can not find the corresponding file like: com.CompanyName.ProductName.
What I want to do in the end is to make an area learning on a piece and place some markers and then retrieve the position of the markers in the .xml and finally place virtual objects at the positions of these markers.
Thank you!

Yes I solved it!
I directly have access to this file in the phone. I copied and pasted this .XML file in the download folder to be able to acces it when the phone is plugged to my computer.

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Unity UniWebView how to show images from my Resources (Assets)

i have a few quick questions:
background:
i want to display a in-code generated html with UniWebView in my game. Mostly works nicely until i try to display local images (from my unity-resources)
the images are in my "Resources" folder (and used elsewhere in the project also)
my goal to support Android/iOS/Windows environments with the game
Q1: can i display images from "Resources"? this would be the best if i could
Q2: do i need to move all my assets into the "StreamingAssets" folder and access from there? if so, can "StreamingAssets" folder be under "Resources" folder? like this: "Resources/StreamingAssets"? If so please confirm that i can use them as unity resource for unity components AND also streamable assets for UniWebView in the same time?
thanks!
daniel

Including non-standard resources in Unity HoloLens app

I'm building an app that must visualize a large point cloud on HoloLens 1st gen. As performance is an issue wit large clouds, I'm using Potree, an octree that takes care that only a preset number of points from the cloud are rendered.
The solution works in the editor, but, you guessed it, not when deployed on HL.
The point cloud in the Potree format is a set of couple of .json and hundreds of .bin files stored in hundreds of subfolders following the octree structure, all of that stored within a single folder, and the path to this folder is accessed by the renderer at runtime. However, I don't know how to include this folder in the HL app. Using Resources doesn't work as it's not really a standard resource. I've seen Asset Bundle suggested elsewhere, but according to this post asset bundling doesn't work on HL.
Is there a way to simply put this complex file structure in an accessible directory on HoloLens?
I feel completely stuck here and any help would be much appreciated.
Some of the things I've tried:
Keijiro Pcx doesn't work here. If rendered as single pixels, points cannot be seen in AR, and if rendered as meshes, the performance is abysmal (which led me to a conclusion octree structure should be used)
the solution here shows how to load one .xml file, but I have hundreds of files so I don't think it would work for me
similarly, this post deals with one .obj file
Unity 2019.4
HoloLens 1st gen
For anyone stumbling upon this - I ended up using Unity StreamingAssets and accessing the folder with Application.streamingAssetsPath - works beautifully!
Using pcx needs to be adjusted to binocular rendering in publishing settings. Please uncheck "Enable Depth Buffer Sharing" in XR Settings, and change "Single Pass" to "Multi Pass", as shown in the figure.enter image description here

When area learning in Project Tango SDK's examples are running, where is the learning data stored?

I have using Phap 2 pro for my graduation project.
The project theme is 3D object recognition using Google Tango.
So, I run the area learning in Project Tango SDK's example!
I need the area learning data!
However, I can't find it.
Where is the learning data stored?
Area description picker image
I can't find where ADF is stored from Google's document.
I think there is no specific path to ADF.
But we can export ADF to any path by using areaDescription.ExportToFile(string filePath)
How to use :
AreaDescription m_areaDescription = AreaDescription.ForUUID(string UUID);
m_areaDescription.ExportToFile(Application.persistentDataPath);
reference
UUID is an unique ID allocated to each ADF. In your picture, small size string like "7ad2e08e-..." is the UUID.
ADF is a binary file. So you can't use this outside a Tango application. If you want a captured mesh data, maybe ExperimentalMeshBuilderWithColor scene can be helpful.
good luck!
I personally never managed to get into Area Description Files, but looking at your question here are two facts that came to my mind:
The A of ADF is for Area... so I am not sure that the learnt data can help to recognize objects (except maybe for some key points)
PTC (Vuforia) recently came out with 3D objects recognition in their SDK (if you haven't checked it out already, their demo is pretty cool)

Change in Google Earth Collada Support with Version 7.1

I have an application that creates Collada Models in Google Earth that worked fine in version 7.0 but with 7.1 the colors stored in a 24bit PNG texture are no longer displayed. The model displays but no colors. I tried switching to a jpg (supposed to be allowed in Collada) but that didn't work either. Anyone know what the problem might be?
Additional: I just discovered that if you unzip the KMZ file my model will display with the colors from my texture. However if I rezip with a different zip program (7zip) the problem returns.
Google has acknowledged that its a bug in 7.1:
"We can confirm the loss of textures in GE 7.1.1.1580 (beta) for images embedded in the kmz. If 7.1 is required, workarounds include reference to a network, web or local path outside the kmz (as you have found). We think this is a glitch in the beta, relating to extraction of the textures from a zip archive, and expect to see a fix in a later update.
For example, change the in your to access an alternate image outside of the kmz:
c:/test/sample.png
sample.png
When you Save Place As (*.kmz), GE 7.1 still copies the image into the zip archive and writes sample.png to doc.kml, which is a good sign.
-wxazygy"

How to use download openstreetmap file to serve a local map app?

I have download a partial area data file (OSM format) to local. I have a local server which not connect to internet. So I want to build a local map app only with local OSM file (I use OpenLayer js).
I searched openstreetmap.org wiki, but find no solution.
Is there any way or documentaton to solve this?
By "local" you mean local on your machine or a local web server?
First you need to generate map tiles. Then you prepare the map HTML, including the OpenLayers code. The tile URL should point to your tiles (in case of a local machine, just use the "file://" protocol for URLs).
Here's one way how you can generate tiles (you can skip some of the steps): http://braincrunch.tumblr.com/post/9921938947/maperitive-tutorial-a-hiking-web-map-in-ten-easy-steps
1) i have to create an API that connects to a locally downloaded openstreet map and does to following:
2) Given a GPS location display the location on the map.
3) Be able to display the route to the location and update while the individual is on the move.
Numbers 2) and 3) are not yet my problem. number 1) is my problem for now. i don't even know where to start. i have been searching but still saw nothing i can understand.
what i want to know is: where to download OSM that i would be able to use locally? an example or a tutorial on an API that connects to the map locally and able to display it(and maybe able to zoom in, zoom out)?
the API can be in java, c#, or c++. but any other language is welcome as i have no choice.