I downloaded the new Jih build of the Project-Tango Unity Samples.
Setting up my new project, I made sure to set the minimum API level to 17 in the Player Settings.
Howevery, when I try to start any of the two Meshing Demo scenes the App instantly crashes.
This is what I got from logcat, but I can't make any sense of it.
How do I fix this? Allowing out of date API did not help.
There's a bug with Unity on Tango. Try turn off the dynamic batching in player settings
Related
I've been following this tutorial https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/tutorials/mr-learning-sharing-02 to make a Hololens 2 app that can be used by 2 or more users, however, I haven't been able to make it work, because after finishing the tutorial and trying to run the app, I get this build error message:
DllNotFoundException: AzureSpatialAnchors
I'm not sure what i'm doing wrong, I tried googling this problem but I seem to get nowhere. pls keep in mind that i'm a new developer unu
I included an image to give a better idea of the problem, it seems to be the only error message D:
(I tought the problem may have been something to do with my spatial anchor resource on azure, but even after creating a new resource and pasting the new ids, it seems to still have the problem unu. also, i do have a hololens 2 visor, so i'm sure the problem doesn't have to do with the emulator while pressing play.)
i hope the image helps
Azure Spatial Anchors are not supported in Unity Player (per your image, you are running it in Player) nor Hololens Emulator. You need to build & deploy the app to a Hololens in order to test ASA.
I'm working on an Oculus Go app, using Unity, where the user is literally expected to sleep while using the app and with the headset still on their head. I seem to be running into the problem where the Oculus Go goes into power-save mode because of inactivity. Presumably, the user isn't moving enough when they are in a deep sleep.
Although I've included instructions for the user on how to disable sleep as a device-wide setting, this is far from ideal. iOS has idleTimerDisabled (Keep iPhone from sleeping) which is a simple one-line stay-awake type of command. I'm looking for the Oculus Go equivalent of iOS's idleTimerDisabled
Does anyone have any hints on how to keep the Oculus Go from turning off?
Just to be clear, this stay-awake behavior should only happen while the user is wearing the headset and using the this app, and only this app. If the user takes off the headset, normal turn-off behavior should be immediately restored.
Thanks in advance,
JJ
Include
Screen.sleepTimeout = SleepTimeout.NeverSleep;
in your MonoBehaviour script if you just want keep the device awake while app is running and helmet is worn.
https://docs.unity3d.com/ScriptReference/Screen-sleepTimeout.html
As of May 2019, it is not possible to keep the Oculus Go awake. Oculus wrote to me
Unfortunately, this doesn't look to be functionality (disabling sleep when there is no movement) that is available at this time.
I am working with VR and found a big problem in step one. I followed the most basic tutorial and everything works fine until I try the app on my phone.
Even though the scene is extremely basic (just one plane, medium quality settings) there is a huge delay between the movement of the head and the app responding. I have a total amount of 2 Draw Calls, 2 Batches, 1.9k Tris. Frame rate on pc is 4000 Fps!. So it definitely is not an optimization issue.
I have unity updated to 2017.2.0f3 and GVR is version 1.100.1. My phone is a Huawei P8 Lite 2017.
Why is this happening?
I am not sure what tutorial you followed but it shouldn't have this issue. My suggestion is begin an empty new project, import GVR SDK and try to build the DEMO scene... check out if this works fast or slow.
Struggling with adding Crashalytics to our build.
We've downloaded and added the Fabric UnityPackage, upgraded to the latest version, signed in to our Fabric account from within the Unity Interface, and dragged the GameObject from the final step of the 'Prepare Fabric' modal into our first scene. Finally, we've built the game to Android.
After this, playing the game in the editor is prompting "Couldn't find Crashlytics GameObject" warnings, even though FabricInit and CrashlyticsInit are in the scene. The message pops up twice when running the game -- There are two consecutive Unity Scenes that this startup scene leads to.
There doesn't seem to be any specific documentation on the website, and the Fabric website leads us to the download page, as opposed to the dashboard.
Mike from Fabric here. The goal of this warning was to let you and other developers know that they haven't dragged in the CrashlyticsInit game object within a game, but this is being flagged in other cases due to how we try and detect this.
We're working on a more graceful way to get this point across, but in the meantime, if you comment out line 65 of Fabric/Editor/CommonBuild/FabricCommonBuild.cs then this will go away.
I removed the [PostProcessScene(0)] in Fabric/Editor/CommonBuild/FabricCommonBuild.cs
Because I only initialize and put the Crashlytics GameObject in my first scene.
I don't need it to check every scene to confirm if there is an object or if it needs to be initialized.
But still not sure if it will have some side effect.
I'm trying to get started with Google Tango for Unity by following this tutorial: https://developers.google.com/project-tango/apis/unity/unity-prefab-motion-tracking
But when I build and run my project, the gyroscope doesn't seem to work and the camera doesn't respond.
I'm using Unity 4.6.7.
Any suggestions?
All of the samples have worked for me without issue in unity 5.1.3f1 personal.
you could try connecting adb logcat and observe for errors during execution.
find ADB.exe in the android SDK directory
from a command prompt run it with the parameters 'adb.exe logcat -c' to clear the logfile, then again without the -c and watch for errors.
In Unity, the gyroscope on some Android devices is disabled by default, assuming the device has one. So you might need to enable it when the app starts up to make sure it is being used, by using Input.gyro.enabled = true;
It also might be that the app is for whatever reason not asking for permissions, which is then resulting in the app being automatically denied access to the gyroscope and camera by the device.
There might also be some other logic that is interfering or altering the gyro data in some way. It's very unlikely, but possible, so it might be worth looking into if all other suggestions fail.
Hope you find a solution soon.