Command Line Arguments conflicting on Unity 3.5.7 Windows x64 Application - unity3d

Im trying to test a build of an application using Unity 3.5.7 on a Windows x64 machine using dual monitors at 1920x1080 each. The app itself works, and when using -force-opengl command line to run the app it runs just fine but it will run in window mode. Same thing with the -popupwindow command, the app will run fine but filling both screens with DirectX.
Real problem is when i try to use both arguments on the same app at the same time. The app will run borderless and using OpenGl renderer, but the app wont fill the screens. Ive done this with DirectX but when i force my app into OpenGL it will not allow the app to run in all the space in both screens.
The machine is using an Nvidia 740 GFX card.
OpenGL ver. 4.5.
Is there any way to run the application on both screens simulating a full screen borderless window running OpenGL?

Related

Android apps worked in usb debugging but not in android emulator (white screen)

I run "ionic cordova run android" using visual studio code.. but the apps shows white screen in the emulator.. it display properly if using USB debugging.. the device also display properly if install using the apk.. the reason why I want to use emulator because I want to debug "http://10.0.2.2".. this is my emulator setting..
Emulator setting
Things that I have done is as per below
Choose ANGLE (D3D11) for OpenGL ES Renderer at the emulator advance setting
Choose Software - GLES 2.0 graphic for the Emulated Performance during create emulator
Try both R and Q for the system image during create the virtual device
Update the SDK based on the system image set at the emulator
System image selection
Issue
I compile the source code at different laptop (Laptop A) and it manage to display error at the web console using google inspect
it display "newtrustedfunctionforjit fn.bind is not a function"..
Founding
the issue is related to the chrome version 83 and the browser need an upgrade to solve the issue
The emulator is not using a browser (it using web view) hence I cannot update the google version
Solution
download new skin for newer android model into laptop A
download same skin on the laptop B (the laptop that I initially come with this post)
Below is the explanation from GitHub for angular
Explanation about the chrome issue
Below is my new System Image
Release Name S
API Level 31
ABI x86_64
Target Android 12 (Google APIs)
New System Image

Failed to start Vuforia on Unity UWP executable build

I'm trying to build a very simple UWP app (for PC Desktop only) with a single image target and camera using Vuforia on Unity.
Everything works fine in the Editor, but after I build and run the app I get the following error on a black screen :
I don't even know where to debug this, as the only log I get is this error and nothing else. I also tried delayed initialization, but this same behavior happens when I manually call VuforiaAppllication.Instance.Initialize(); after it's initialized and before it's started.
Here's my build settings :
I'm using Unity 2020.3.30f1 and Vuforia 10.2.5, the only target SDK installed on my system is 10.0.19041.0 and also, I have Visual Studio 2019 Community installed if that info helps.
Fixed by disabling my laptop's webcam from device manager, and connecting an external USB camera.

Unity build only shows a gray screen

I'm making a multiplayer first-person shooter, in the editor, I can play fine but when I build it, it just shows a gray screen and nothing happens. unity doesn't show any error after building.
i'm using unity 2020.1.6f1 and HDRP + DRX
my pc specs are:
AMD Ryzen 5 2600 Six-Core Processor
Nvidia GeForce GT 1030
this is the main menu in the editor
this is the build, it should show the main menu
You can try enabling Development Build from build settings to access the development console in the standalone application. Alternatively you can check the log files for the application for any errors that only happen in the build.
Based on current documentation you can find the log files from:
Windows: %USERPROFILE%\AppData\LocalLow\CompanyName\ProductName\Player.log
Mac: ~/Library/Logs/Company Name/Product Name/Player.log
Linux: ~/.config/unity3d/CompanyName/ProductName/Player.log

Direct deploy from unity to hololens emulator

Is there any way to direct install from unity to hololens emulator ?
I want to hit unity play button and hololens app get install and run on emulator.
Its very hard to for each test build unity project and then run built visual studio project on emulator.
I also used Mixed Reality Portal but it doesn't show real scales, scales are very smaller than hololens device.
You can try the Holographic Emulation feature provided by unity(https://docs.unity3d.com/560/Documentation/Manual/windowsholographic-emulation.html), and download the Holographic Remoting Player from the store in the simulator.
After successfully connecting to your simulator, you can run the Microsoft HoloLens project directly in the Unity editor rather than building and running the game each time you want to see the effects of the changes.

Can I run IOS app built by ionic2 for a simulation on Windows?

Are there any ways to simulate ionic hybrid apps on Windows 7 without using MacOS or virtual machine such as VMware/virtual box?.
Specifically, I read ionic documents and references and tried to apply sim-ios & sim-deploy on Windows 7. However, on Windows, sim-deploy seems not supported.
and the information I am looking for related to this is pretty much out-dated.
NO..., To simulate a app you need Xcode installed which you cannot on windows, You can get away with browser testing using Chrome built in browsers but that's about it.
I had the same issue when I wanted to Deploy a IOS app on windows