I have tried to show a usb webcam video in a simple app. I tried it through Unity3d, regular C# project and a UWP project. in unity3d the same code works when the target is windows 10 store and the app manifest declares webcam usage, and when I compile it to a standalone x86/x64 app the camera is turned on and the app crashes. I also wrote a simple UWP app using the windows 10 camera api and it worked fine but the .net 4.5/4.6 crashed like the unity app. I also tried accessing the camera through OpenCv but no luck. I think it's the webcam authorization in windows 10 but I do not know how to set it for standalone apps. Microsoft claims that only store apps are subject to the camera authorization setting but in real life the camera causes a crash. Can anyone help?
This sounds like a potential bug. Could you post the c# code you are running that is causing the crash and can you find the error message/code associated with the exception causing the crash?
Related
I am currently working on developing an application for the Hololens 1 using Unity and MRTK.
I have been unable to get the air tap or any other input working in my application. The ring pointer for airtap does not appear in the application even though it works in the Unity Play Mode Input Simulation and other applications on the device. I tried it with the MRTK examples and even those did not work on the device.
Also I had to add the Tracked Pose Driver from the Player Settings to get the camera working properly but have not figured out how to get the application to accept gesture input.
Also tried the solution listed here: Why is 'air tap' gesture not working on HoloLens1 in my Unity/MRTK app?
but that did not work.
Will appreciate any guidance to solve this problem.
I finally got my project working after a lot of trying.
It turned out that initially, I had unknowingly configured the project to use XR SDK in Unity 2019 and thus had to configure MRTK accordingly. Thank you to Kevleigh for helping me with the issue here: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/7850
While this did work for my example project, I couldn't get the main project to work with the same settings even after installing all the plugins.
Finally, I had to switch to Unity 2018 and I got the project working with MRTK 2.3 and the default configuration. So, while Unity 2019 did not work for me you can get it working with XR SDK as suggested in the above link.
I have a Xiaomi Redmi Note 8 Pro and it doesn't seem to support ARCore. I found some ways to dodge this but it appears to be quite complicated nor very safe.
My question is:
What other tools would you recommend if I want to create an app in Unity that also needs to use GPS modules, maybe altimeter and of course camera (AR stuff)?
I heard about Vuforia that might do the trick, also read something about AR Foundation from Unity. But to me, it looked like depending on chosen deployment it use AR Core or AR Kit(even Vuforia).
Any clearance about this maybe?
I suggest you don't try messing with your device. It doesn't support ARCore for good reason. And maybe you just try to use Android Studio Emulator, but Alas for some unknown reason, i try it but APK which is generated from unity can't be installed on the Emulator. Some stuff with the architecture
If you want to use Unity anyway. I suggest you use Vuforia. It works on most modern devices and doesn't even need device to test, just hit unity play mode and you can test around from your PC (need webcam).
Vuforia Engine provides a simulator mode in the Game view that you can activate by pressing the Play button. You can use this feature to evaluate and rapidly prototype your scene(s) without having to deploy to a device. (Source: https://library.vuforia.com/articles/Training/getting-started-with-vuforia-in-unity.html)
For Unity with ARFoundation, you can't use your PC like Unity with Vuforia, you need ARCore/ARKit supported devices.
Last if you want AR with GPS Modules (although this is not with unity) checkout AR.js https://github.com/AR-js-org/AR.js
I have a very stupid problem.... I have developed an application using Unity3d and the Mixed Reality Toolki using a Windows UWP. It works fine under Unity. However, when build it, compile it with Visual Studio and then run it, I get a couple of red error messages in only one eye and can only real about half of it.....!!!
Any idea how I could either read it or copy and paste it somewhere to read it later?
I have an app that I hired a company to build using Phonegap. The company is no longer able to support me with launching the app onto iTunes.
I have loaded the app and can compile it in Xcode. However the camera function is not working. I have tested the app before from a file they sent me and the camera function worked.
Is there special settings that you have to set in xcode 4 besides what is typical in order to use the camera?
You may be compiling for a different SDK. Make sure you are using the same one as before.
It shouldn't matter about the SDK you are working with.. the whole point of phonegap is to expose the native API's to javascript. So it's not the SDK, its the javascript. I am actually working on this now.. I will get back to you with my findings.
I want to integrate flash in my iPhone application so is it possible to integrate?
You can write apps in Flash that will run on the iPhone by using the Packager for iPhone. It only works with Flash and not Flash Builder. Adobe just released a revision after Apple changed its SDK license again so that it can run. Note that to run on the iPhone your app has to be compiled by Flash to a native iPhone app. You can't run just any SWF.
Also yesterday Adobe announced AIR 2.5 which claims to let you program for one runtime (AIR) and target multiple platforms including iPhone and iPad. The release notes explain that they will be updating their Packager to work with AIR 2.5 for feature parity with AIR 2.5 for Android.
There is an application called Packager for iPhone from Adobe, which can be used to make iPhone app from Flash. I never used it though, but I think you should give it a try.
No.
Adobe Packager appears to only be able to create entire apps, not library code that will integrate inside a larger app. There also is no complete Flash interpreter in a form that you might be able to bundle with your app (although there appear to be a few open source projects that claim to run a limited subset of Flash). Thus there is no way to integrate Flash into a larger iPhone application that will run offline.
Online, you might be able to run a Flash application remotely on a server, and serve the graphic results to an iPhone app using something like the VNC protocol.
A new parser called hiramkei will soon be available for adding Flash animation SWF files into Xcode projects for iPhone. Here is the site http://www.flash-on-iphone.com/demo