Vuforia apps & licensing - unity3d

Before to write to Vuforia sales team I would like to know if there is someone who already purchased license with Vuforia.
In my mid-term projects I'll develop a few Unity/Vuforia apps to publish on Android/Apple stores. These apps will be freely downloadable but my customers (and customers of my customers) only can access to AR contents via cloud db.
These apps, in according with Vuforia agreement, are considered Internal Use or not? The right licence is Cloud or Custom?
Many thanks.

You have 3 options if you want it for commercial purpose:
Starter - Access to the full Vuforia platform so you can build, demo
and deploy your app at no charge with a watermark.
Classic - Unlimited device-based recognition for a single, flat fee
per app.
Cloud - Cloud Recognition Service is for apps that use many targets
or targets that need to be updated frequently.
and if cloud is your first priority then it is bit costly.
Read more :https://developer.vuforia.com/pricing

How Can You Add A License Key From Vuforia
When you want to develop an AR project in Unity, you need to get a development key from Vuforia. Then, you need to add it to AR camera license key.
Firstly, you should log in to Vuforia Developer and click on Develop menu. (You can find the related image on the link.)
https://drive.google.com/open?id=1u2vAzu1mlbPkxErF6yfyB53MyY7_gaal
Then, click on “Get Development Key”. Write your project name to remember later and check the box below which includes Vuforia Developer Agreement. Finally, click on “Confirm” and your key will be ready.
https://drive.google.com/open?id=1asjBI-NffS-6u5-zE0lk63CrJz62ypT9
Then, open the key under License Manager menu bar, copy the key to paste on Unity.
In Unity, click on AR camera. If you cannot find license key part on your inspector, you should enable AR configuration. Click on Edit on the top, go to Project Settings and open Player part.
https://drive.google.com/open?id=1WViWm-AOombQKwr6Nt6BUvLIba56fxdL
You will find a box says “Vuforia Augmented Reality”. Check that box and you can continue to prepare your project.
https://drive.google.com/open?id=1pNwFA2p0MI55ZYSO45O2wVnd53z3-onq

Related

GameAnalytics, validating in app purchases on Unity

I'm setting up for the first time GameAnalytics in my Unity3D project.
I'm try to figure out if there is a way to validate in app purchases for both android and iOS from it.
In the docs I found http://www.gameanalytics.com/docs/ga-data#business-event. I understood that you need to work with native sdks to get this feature, am I right?
Could it be an option to configure from the dashboard an android and an iOS game and then changing the keys in unity with precompilator instructions? (like #if UNITY_ANDROID)?
I am an SDK developer # GameAnalytics.
Yes.
There is a way to make the GA servers validate Android and iOS IAP purchases in business events. From Unity.
Short story
You need to send the receipt in the business event after the purchase.
You can read our complete Unity tech guide in the Github Repository.
Regarding IAP validation you should read this section.
https://github.com/GameAnalytics/GA-SDK-UNITY/wiki/Business%20Event
About the keys
You should create a game for Android and iOS in our tool at go.gameanalytics.com
Inside the Unity Editor you can add platforms (Android / iOS) and then add specific keys to each.
You can read more about the in-editor settings in the wiki docs as well. Including how to login and select games directly in the editor.
Let me know if you have any issues. You could also file a support case with our friendly support staff.
When you install the Game Analytics unity package, you are essentially installing the native libraries for each platform (Android, iOS, ...) located in the Plugins folder.
If you want to target multiple platforms in your code with an API like Game Analytics, I recommend you use the preprocessor tags as you mentioned since the functions from Game Analytics are platform specific.

Samsung Gear VR - Publish Gear VR Application

What I need to publish my first game on Gear VR store
I read this documentation but I was wondering if there more information
http://static.oculus.com/sdk-downloads/documents/OculusMobile_SubmissionGuidelines.pdf
Oculus Signature File (required during development, remove for submission)
Android Application Signature (required for submission)
My Questions ?
1- when I create APK , I should create signed APK only .
2- How long they take to publish my application .
3- Is there other stores or just that one.
There is some more information on the Oculus Developer site:
It covers some general stuff, like comfort requirements.
e.g.
Verify that all of your app’s UI elements are rendered stereoscopically and are clear and legible.
Make sure your app avoids using a shaky camera and avoids acceleration not directed by the user.
Make sure your app maintains or exceeds the minimum 60fps frame rate.
Make sure your app does not lock the camera to the user's head.
With regard to your specific questions:
This is covered in the documentation you linked:
All developers must create their own unique digital signature and sign their applications before submitting them
to Oculus for approval. For more information and instructions, please see Android's "Signing your Applications"
documentation: http://developer.android.com/tools/publishing/app-signing.html
Make sure to save the certificate file you use to sign your application. Every subsequent update to your
application must be signed with the same certificate file, or it will fail.
Note: Your application must be signed by an Android certificate before you submit it.
Not sure but if it's anything like Apple's process it could vary between as little as an hour to as much as a fortnight.
You can probably publish to the Android play store as a Google Cardboard app and let users use it by flipping the Gear-VR USB connecter out of the way.
This is how I use it for Google Cardboard apps.
About the question 3, it seemed that there is no other markets/stores for gear vr. But inface you can publish your app to google play or amazon store.
And notice the user that this is for gear vr. Maybe add a small vr picture on your icon is better for users to get it.

2D game development with Unity3D

I tried to find some answers to a few questions I have about Unity3D games development. I want to create 2D mobile games.
The thing I really want to know is if I can create a mobile game for different platforms at one time (as cordova can build Android / iOS / Windows hybrid apps) and if I have to pay a license or something to do that.
I read that it is cross-platform but the official website doesnt give more info about how can you do it or the prerequisites to create them.
You won't need to purchase any licencing for those platforms. You will need to start paying when your annual turnover is high enough but I doubt you have to worry about that now. See here: https://unity3d.com/get-unity. Unless you make $100 000 a year off of Unity then you can deploy to all platforms for free. If you make that large amount you will have to purchase the pro licence and additional platform specific licences.
Unity builds on the Unity Player for mobile games, so as long as ur target platform can handle Unit Player, u can distribute ur game. U can see a current list on their website, but as I know, it supports all current platforms.
The compatibility between those platforms, are independent on development aspect. U create ur game with Unity and then set the target platform to deploy.
As for the licening, first of all Unity itself pro costs about 1024$, and every platform i think another 1024$ so u could first use the free version and after a bit of success easy upgrade to the pro version. On the other hand u can use the free version as long as u stay with ur yearly income under 100 000$
yes you can create cross platform games for Android, windows and IOS etc. You don't necessarily have to buy license. you can use free unity3d but keep in mind there are certain things you are not allowed to change, such as startup splash screen. also if you reach revenue of 100k there is a fee.
here is a link for license info you can find all the details https://unity3d.com/legal/eula

Struggling to unleash the power of Chrome kiosk apps

Our company designs museum and visitor center exhibitory, and my main job is designing touch screen kiosk applications. Enamored by Vidya's introduction to Kiosk Apps using Chrome boxes, I quickly had my boss procure one for testing. I have since gained a firm grasp of Chrome App structure going though Google's tutorials (manifest files, MVC, etc) and have found the performance of our little HP Chromebox plus HTML5 development to be pretty impressive. I'm developing on my Macbook using Chrome Canary to run and test the apps.
I'm adding in this background information so you can better understand my goals. We of coarse need these apps to launch full screen upon power up. No login or user installation is desired. I prepare the boxes in my office, install them at the exhibit, the end. We certainly don't want our multimedia apps to be sitting up on the Chrome Web Store for others to download and install.
So, I've gotten to the point where I want to install a simple kiosk app on our HP Chromebox. Unfortunately Vidya did not go into detail on this part. The page from her article only touches upon adding kiosk_enabled" : true to the manifest file.
So here's what I've tried so far: I've moved my app folder onto an SD card and moved it from there onto our HP Chromebox into the "Downloads" folder (apparently the only folder). I sign into Chrome Browser on the box with my company account (do I have to do this?) and load up chrome:extensions. I click "load unpacked extension..." and select my app folder. The app installs and I am able to manually launch it by clicking "Launch". Next, I click the "Manage kiosk applications..." button and enter the app ID into the field. This is where I get stuck. Clicking "Add" produces an "Invalid Application" error.
Looking around the web I have found lots of confusing information:
I must "Wipe" the Chromebox in order to use a Ctrl+Alt+K key command to truly enable kiosk mode. (Google's instructions on how to do this stops with Samsung and Asus 'boxes, I have an HP, not to mention the "Manage Kiosk Applications" button is already visible to me).
I must upload my App to the Webstore as either public or unlisted, and then download and install it onto my Chromebox. Really? I don't want to sell my app or make it available to anyone. It is only meant to run in our exhibit. Our apps could be gigs of data with HD videos!
I must make my Chromebox "Managed" or "Enterprise" or "Enroll" it for Work and Education Administration. In most cases, we'll be installing one or two of the 'boxes to allow users to navigate though static HTML pages. I don't have a need to manage a fleet remotely (at least not yet). So, the aforementioned complications seem unnecessary, and expensive if I understand things correctly.
Can someone point me to the definitive process for achieving my goal of an auto starting, full screen kiosk application on my Chromebox?
I'm not an expert on this but kiosk apps are defined by "kiosk_enabled": true in manifest.json. What's important to know, though, is that from what I've seen they can work in three different modes:
If they are installed as an unpacked extension (for example, in development) they will be available as apps in your logged in environment and run but full screen mode. They're essentially "normal" apps except that they are full screen.
If they are installed using the "Manage kiosk applications..." button then they are available without logging in. On the log in screen at the bottom you'll be able to see the app and click to start it without logging in. However they won't start automatically. AFAIK you also can't load an unpacked extension in this way.
If you enable "kiosk mode" for Chrome OS then you can make kiosk apps auto start. At least on the Asus CB you do have to do the CTRL-ALT-K keystroke BEFORE you log in for the first time. This is for an unmanaged device. Now, when you load the app using "Manage kiosk applications..." in chrome://extensions and hover your mouse over it in the dialog you should seen a "enable auto-start" or similar button. You need to select this. Now, when you restart the system the app should automatically start. If you want to cancel this just as the app is loading you can press CTRL-ALT-S. A message indicates this on the screen, too.
Hope that helps,
Simon
Can't help you with anything related to kiosk, but you can generate a CRX file from the Extensions page on your development system, get that onto the Chromebox, put the Extensions page of the Chromebox into developer mode, and then drag the CRX to the Extensions page and drop it. You should see a dialog asking you if you want to install it. This is a completely different form of install than loading an unpacked extension and may get around whatever limitations you're seeing.
UPDATE: (1) Extensions page on Chromebox doesn't have to be in Developer Mode, (2) CRX to be dragged must be in the Downloads directory, not on Google Drive. Didn't test external device (SD card or USB drive).
In order to add your app from Manage Kiosk Applications, you will need to publish your app to the Chrome Web Store. If you don't want your app to be public you can publish it as Unlisted, which means that anyone with the link can install it. Unfortunately, if the app is published as Private you will not be able to add it as a kiosk app. [source]
Beyond that, the only thing you need to do to create a kiosk app is to include "kiosk_enabled": true in your manifest.json file.

Augmented Reality in Vuforia

I am making a augmented reality games and i used the vuforia sdk.
Here is my problem:
Can I use the augmented reality of vuforia and upload it in App Store and playstore?
The vuforia developer website has a section on publishing applications for both the app store and google play:
https://developer.vuforia.com/resources/dev-guide/publish-vuforia
You should carefully read and conform to the legal considerations and logo guidelines (see subsections). If you are still not sure about some specific elements for publishing your app, there is also an active forum where you can ask more precise questions:
https://developer.vuforia.com/forum
You can see some of example of published apps with Vuforia here:
https://developer.vuforia.com/resources/dev-guide/best-breed-examples
Yeah it is possible because with unity you can publish to Android, iOS, uwp.......If you want to publish to iOS make sure you are using Mac with XCode and in Unity->Player settings ->Other settings you will be required to add a message that user will see requesting the permission to use his device camera.