I just need a little help as i am really confused about the behaviour of unity. I had ported my word puzzle game to Windows Phone 8.0 using unity 5.0.1 and it runs good on all of the windows phone devices. Now i have ported the same build to windows phone 8.1 by using unity 5.2.2 and it runs too much slow on the device. I am unable to understand why is this so and how can i optimize it. Kindly help me out in this if you can. Please share some useful links or any posts that can help me to resolve this problem. Thanks in Advance.
Well I have just managed to found the solution my self for above described issue. When you target windows phone 8.1 Just change the configuration settings from Debug to Master and make the build from VS it will run smoothly on device. Its worked for me.
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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.
(I have Googled a lot but either I do not understand the info or ...?)
So on the desktop I can debug my site using Chrome Dev. Tools. All good.
But a small part of my site does not run correctly on my new iPad Pro with iOS 10 (it seems to be OK with iOS 9, 8)
Can someone please point me down the right path.
Thanks
If the suggestion from #w0xxOm is no good for you on Windows, Browserstack is a great alternative.
My question is can you built Windows (.exe) applications using ARToolKit in Unity? I've been working with Vuforia only to find out it supports mobile OS's and Win 10, but in editor on Win 8 it works just fine...
By the way has anybody tried connecting ARToolKit with MiddleVR, which I use for head and hand tracking, if so please share some thoughts about it.
I'm using NVisor ST50 + Inertia Cube 4, just in case :)
yes it is possible to build Windows stand alone applications using Unity and ARToolKit.
I cannot say anything in regards to your other question, sorry.
Is there any porting of Love2D http://love2d.org/ game engine to iPhone/iPad?
Since 0.10
Yes! You can find the iOS download (love-[version]-ios-source.zip) on the Bitbucket download page. It includes documentation on how to use it.
Before 0.10
Unfortunately, not yet. The reason might be that Apple only allow static libraries on the iPhone.
Source: http://love2d.org/forums/viewtopic.php?f=3&t=2023&p=20788&hilit=iphone#p20788
Bill Meltsner has started work on an iPhone port.
Check it out, it current;y only works in the simulator, but he seems to be progressing fairly well:
https://bitbucket.org/bmelts/love-iphone/overview
There is now! Have a look at the Love2D Forum post right here
It is stable and running, requirement is at least Xcode 4.3, working on iPhone, iPad, Simulator as well as real device.
Have a nice day
The closest alternative would be the Moai framework. It's a free, open source, Lua-based game engine/library, like LÖVE, but in addition to running on Windows, Mac and Linux, it runs on iOS and Android (and apparently the Chrome browser, too; no clue how that works, haven't tried it yet).
The API is a bit lower level than LÖVE, but from what I've seen so far it seems to be exceptionally well engineered and is super fast. Wolf Toss (also available on Android) was written with it.
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Starting iPhone app development in Linux?
Is there a way to use Ubuntu Linux for developing iPhone applications destined to be listed on Apples app store ?
Many of the other solutions will work, but they all make use of the open-toolchain for the iPhone SDK. So, yes, you can write software for the iPhone on other platforms... BUT...
Since you specify that you want your app to end up on the App Store, then, no, there's not really any way to do this. There's certainly no time effective way to do this. Even if you only value your own time at $20/hr, it will be far more efficient to buy a used intel Mac, and download the free SDK.
Not officially, no. It's just Objective-C though and the compiler's open source - you could probably get the headers and compile it and somehow get the binary on the device. Another option is compiling on the device. All these options will require jailbreaking though.
A Mac Mini is just $599...
There are two things I think you could try to develop iPhone applications.
You can try the Aptana mobile wep app plugin for eclipse which is nice, although still in early stage. It comes with a emulator for running the applications so this could be helpful
You can try cocoa
(Extra) Here is a nice guide I found of guy who managed to get the iPhone SDK running in ubuntu, hope this help -_-. iPhone on Ubuntu
I found one interesting site which seems pretty detailed on how you could setup a ubuntu for iPhone development. But it's a little old from November 2008 for the SDK 2.0.
Ubuntu 8.10 for iPhone open toolchain SDK2.0
The instructions also include something about the Android SDK/Emulator which you can leave out.
With some tweaking and lots of sweat, it's probably possible to get gcc to compile your Obj-C source on Ubuntu to a binary form that will be compatible with an iPhone ARM processor. But that can't really be considered "iPhone Application development" because you won't have access to all the proprietary APIs of the iPhone (all the Cocoa stuff).
Another real problem is you need to sign your apps so that they can be made available to the app store. I know of no other tool than XCode to achieve that.
Also, you won't be able to test your code, as they is no open source iPhone simulator... maybe you might pull something off with qemu, but again, lots of effort ahead for a small result.
So you might as well buy a used mac or a Mac mini as it has been mentioned previously, you'll save yourself a lot of effort.
Probably not. While I can't log into the Apple Development site, according to this post you need an intel mac platform.
http://tinleyharrier.blogspot.com/2008/03/iphone-sdk-requirements.html
It can be done!!!!!!
There is someone who did it.
Enjoy :)
There are several way to do it, may decide to go the native way by downloading a VM application for linux and the install Mac OS in your VM and then download the Xcode application for mac But the true is i tried this path but it was really long so i decide to get sencha touch and phonegap for mobile phone,here the sencha-touch is a javascript framework that will help you in developing the interfaces and the phonegap is also javascript library which will help to access the feature of your Iphone or any oher mobile platform
I'm using sencha-touch and phonegap ,its really work for me
Perhaps the best way would be to implement your app as a web app. I think you can also make web apps that run direct on the phone, without internet access or a remote server.
Web app, sounds lame? But a lot can be done with DHTML / HTML5 / JavaScript. It's a rare app that requires more power and couldn't be done as a web app. And you get pretty good cross platform with Web / JavaScript - the browsers vary a bit but a good web dev can write one web app that works pretty much everywhere.
Of course if you're writing a high-performance 3D game, the browser might not deliver what you need! maybe in a few years... Apparently some Google hackers ported Quake 2 to HTML5 already!
http://web.appstorm.net/roundups/browsers/10-html5-games-paving-the-way/