Google Tango: Failer to connect to tango service - service

so i was developing with unity and google tango. After pushing my application to the tablet it crashed with the message: "Failer to connect to tango service".
After rebooting the tablet i tried to start an application which was already on the tablet and it worked in the past. But also this application crashed. After rebooting again another application also crashed.
It seems as no application is able to start. I dont know why. I googled but i could not find any information about this. There were 2 pages on stack overflow but they got removed, so i get an "page not found" page.
Anyone was an idea how to fix this or what the problem could be ?
Thanks

for someone who maybe was the same prolem in the future:
solution for me was just installing the system update. It seems that the tango service is not working when the device has downloaded the updates but not installed it.

I ran into this problem when running the Depth Perception Tutorial. It can be one of two problems 1. the camera has crashed and you need to reset the device or 2. You need to download and install the latest Project Tango system update. You can do this by dragging your finger down the screen from the top left on the Project Tango device and applying the Tango Update. It will take a few minutes. You should not even have to reboot. Just Build and Run again. Worked for me.

The are multiple causes:
As mentioned before - the Tango Framework on the device is out of date + Tango core app is out of date.
Wrong implementation of Tango object's lifecycle. Tango object has its own strict life-cycle and if you do not implement it right it causes the Tango to malfunction.
Try to use Tango apps in order to calibrate the device

Related

Failing to cache achievements

I'm currently working on a game for Oculus Quest, using Unreal 4.26.
Following this and this articles from Oculus Developer portal I've set up Oculus Online Subsystem in my project, and it successfully checks for App Entitlement at startup.
Nevertheless, I'm having troubles when it comes to Achievements handling. My Cache Achievements node always return Failure. Of course, if I try to write any Achievement Progress, it fails as well.
My DefaultEngine.ini has the following code:
[OnlineSubsystem]
DefaultPlatformService=Oculus
bHasVoiceEnabled=true
[OnlineSubsystemOculus]
bEnabled=true
OculusAppId=XXXXXXXXXXXXXXXXXXXXX
And I also added a Config/Android/AndroidEngine.ini file with the following:
[OnlineSubsystem]
DefaultPlatformService=Oculus
Despite this last thing, when I build my app, a /Saved/Temp/Android/Engine/Config/Android/AndroidEngine.ini file gets created with the following:
[OnlineSubsystem]
DefaultPlatformService=GooglePlay
I don't know if this is what may be causing my Achievement Caching to fail.
Does anyone have a clue on what I may be missing?
I finally managed to get it working.
It seems that nothing was wrong with my project or configuration, but Achievements refused to work, don't know why.
At the end, I installed OculusPlatformBP in my project and, via its API, it worked like a charm.

Hololens2 with MRTK 2.6.1 Losing Head Pose after device Sleep

On Hololens2 if the device goes to sleep (or press the power button off then on) and resume my app I lose head pose tracking.
I'm using MRTK 2.6.1 with Unity 2019.4.18f and the XR SDK approach.
I'm testing using the instructions here https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/tutorials/mr-learning-base-02?tabs=winxr
I'm using the DefaultHololens2XRSDKConfiguration profile.
Everything is generally fine, but after I put the headset down and it goes to sleep, or i press the power button off and on. Then launch my app again (it's still running in the background), then the head tracking is lost.
The wrist tap menu is still tracked fine. The app seems to be getting hand tracking fine (but is offset becaues the head pose position is stuck.
If i close the app and open again tracking is fine.
No errors show up in the Unity debug log (even with verbose MRTK logging on).
Any ideas? Or anyone else able to test this with similar setup?
I might try the Open XR approach next.
Cheers
This is a known issue with a fix in development still, it is recommended to keep checking the Unity releases for 2019 with getting on latest LTS for now.
This issue is fixed in Windows XR SDK 2.8 which requires Unity 2019.4.25 or later.

My ionic app keeps restarting instead of resuming from last active page

I am creating an android app built with angualar/ionic 5. and currently testing with android studio via enabled debugger on an android device.
The apps works well except for one issue.
The app, when minimized or drawn from the active apps lists restarts instead of resuming to the last active page. I am using angular/ionic 5 and I don't believe this is an issue angular/ionic router since this works fine in pwa/browser versions of the app.
I may be wrong but seems to think this may be due to some missing config for android platforms in config.xml . In my search I came across this
1. <preference name="AndroidLaunchMode" value="singleTask"/> //adding this to config.xml but it did'nt work.
some comments suggested memory leaks may be causing android to shut the app down when it's not in the foreground but tracking the apps memory usage in android studio, it seems to be within acceptable range
My conclusion is that perhaps a problem with ionic/capacitor/cordova core or some bug
This is driving me nuts!
If any one has had this problem, how did you solve it please?. and for those experienced ionic developers . what and where would you be looking at if you this issue. Thank you
I tried a different device on the emulator and it worked also tried a different physical device and it worked. this means that the problem is with my particular device. that leaves a lot of questions since a lot of people use my android brand with similar specifications. will the app exhibit same behaviour when downloaded from the playstore? or this is just an android testing and debugging problem.. i will inform you all of what will come later . thank you
In this case I would suggest you to check your device setting you might have mistakenly added this application in battery optimization mode.
Please check your setting I belive this is the culprits. Not your code
Thanks

Unity3D Player Error "Receiving unhandled NULL exception Obtained 22 stack frames."

I have developed a Unity3d Mac standalone app, which crashed after a while with the above mentioned error - the whole app gets frozen.
I have pages with a video, which I load and un-load dynamically when entering/exit the page. Most of the time the app crashed when I leave the page with the video to the menu. Anyone any idea, I did find anything valuable answer to this matter :(
----- Tests -----
After a few test runs, I narrowed it down to the video. Not sure what exactly the issue is, but when I played a video and leave the page the app freezes...sometimes immediately, sometimes after a while.
Unity 2018.1f
Tested on : Mac OSX 10.12.6 & OSX 10.11.6
After long tests and try-outs, we found a general problem with Unity and continues playing videos. After updating everything, as well as to the latest Unity2018.2 version - it finally was working well. As per Unity changelog, they did some fixes on the VideoPlayer.
Good luck.

Running google-vr unity daydream app on google pixel

Im trying to run the sample app provided in the daydream page on the google pixel phone.
1) I chnaged the build settings to android.
2) Went to player settings enabled Virtual reality support and selected google daydream as the platform.
3) I changed the Minumum API to API level 24.
4) I added the folder containing my adb to the path variable in windows.
5) I also set the path of the android SDk.
6) I enabled USB debuggin on Pixel
However when I run my app , I get the following errors:
Device daydream not supported in Editor Mode. Please run on target device.
And..
Failed to read from controller emulator app event socket.
Verify that the controller emulator app is running.
build the apk and start it on your device. build and play requires adb.
As I suppouse, you want to DEBUG your Daydream app on your Programming Environment (Unity in this case).
Note:This solution allows you to debug on your PC but you'll need one Pixel Phone connected to your PC, and one Daydream Controller.
First of all I recommend you to download the samples provided by Google on Github if you have not done it yet:
https://github.com/googlevr/gvr-unity-sdk/releases
When you load any scene you'll see that the Daydream basic set is composed for a hierarchy like:
The two selected components are key for your porpouse cause if you want to debug Daydream from your PC you'll need to "link" your daydream controller with InstantPreview App. Instant preview will downloaded instantly on your phone if you got in your scene the "GvrInstantPreviewMain".
InstanPreview Google Info: https://developers.google.com/vr/develop/unity/instant-preview
When the app has been opened, can happen 3 things on your pixel phone:
Everything works as it should.
Daydream Instant Preview infom to correct the device by USB.
Kind of Grey screen with some text.
If you're on 2.
This seems to happen when your Unity Project is desynchronized from your phone and you'll see something like:
Close InstantPreviewApplication on your phone, close your unity project (remember to save your progress), and open again your unity project. That has almost always solved me.
If you're on 3.
This seems to happens when instan preview is waiting for Unity Play Mode.
You only need to press Play on you Unity Poject.
Remember to press (and mantain) synchronize button on your Daydream controller if you can move the headset camera but can't find your controller reticle.
This works for me.
I also append my own Unity project with this scheme that works bought for Daydream and GearVR in case helps someone else to test my solution:
https://github.com/ls29322/VR_GalleryApp