Half of the screen does not seem to work correctly - unity3d

I am not such a professional coder but trying to code something on Unity. However, when I try to play the application in my android phone, the half of the screen does not seem to work correctly, please look at the photo: http://i.imgur.com/J7Bgn5i.png & http://i.imgur.com/aV3aeyh.png
Can you guess what the reason is for that?
Up to now, I have changed screen resolution but it did not solve my problem.
Edit: It works perfectly in my android tablet. However, as I said, I have this problem in my LG G3 android phone.
Thanks for your help!

After changing Main Camera setting according to this photo: , I have solved my problem.

Related

Device Toolbar - Responsive View

Version 65.0.3325.146 (Official Build) (64-bit)
Going into responsive mode seems to keep desktop view and crop the screen.
All of the preset phone dimensions don't work, but a custom one seems to fix it.
Is this a bug or is there a resolution?
Video of issue: https://streamable.com/oe5in
Same here. Setting the size manually worked (like, creating a new device with the same size as another prebuilt one), but its not really optimal. I wonder if this has something to do with device pixel density.
But it should not happen at responsive mode. :(
Looks like it's an official bug, issue has been reported to Google here: https://bugs.chromium.org/p/chromium/issues/detail?id=819489#c47

Emulator Camera is not working properly

I want to use the camera in one of my projects. So I'm using the camera of my emulator device but the problem is when the camera is on its show's some weird animation i.e a box is moving all over the screen. What is the solution for this?
Thanks
This is not a problem. This is the default behavior of the Emulator's Camera.
I suggest using any real device to achieve this since there is no way to "simulate camera in the Android emulator using the webcam" except by extensively modifying the Android firmware.
Source
Yes, Emulator camera cannot be used if there is no access to webcam. I have downloaded GenyMotion emulator which solved my problem.
Thank you for your support.

Xcode App Simulates and Launches Black Screen

When I launch my iOS app it seems that I only get a black screen on both device and simulator. I'm running Xcode 4.4.1 and the iOS sim is set up for 5.1. Is there any information you can give to help me out here? I'm pretty sure it's the viewController, but I'm not sure.
No background image
No change in colors
Basic App (Text boxes/Ad Bar/Nav Bar/Table Cells)
- All objects are available in Xcode (haven't messed with the coding yet)
screen cap img link: http://imgur.com/T4QUI
Code to come!
I've been working on this app all morning and I think I figured out my problem. So it turns out the problem was the "Ad BannerView" that I had put on the main View. Deleted it and it simulates just fine.
Not sure what caused it to do that, and if anyone knows, I'd very much appreciate a little bit more learning.
If you guys have anymore advice for me on here or in Xcode I'd love to hear it.
Thanks a ton for the help guys!
i Know i am late but i am posting it, If it could help someone else.
You may probably removed your initial viewController, You can set it by followed
Go to main storyboard
select viewController you want to show up first
in attributing inspector you will see "Is Initial ViewController" with a checkbox
mark is checked(tick sign) and give it a run.
You have to provide image for that the size of image for iPhone should be 320,480 and 640 , 960 with name Default.png , Defauld#2x.png , and image should on root of aproject.
or you can select your image form XCode.

Adobe Air/Actionscript/Flex for IOS IPhone 4 Camera Rotated 90 degrees

Very strange, not sure if others have experienced this...
Exporting with Flash CS5.5 to iOS devices...
Basically if you use getCamera() and get an IPhone 4's front facing camera, when you export SWF inside the IDE (and uses your laptops camera for testing), output seems fine. However, once exported and put onto IPhone the video from the front facing camera is rotated 90 degrees It's size is also messed up too and not the same as in the IDE sometimes.
This may also occur with IPad too .. Not sure though as I don't have one to test.
This appears to me like an Adobe bug but wanted to see if others have experienced this problem?
I'm writing an app that is trying to parse QR codes and it's extremely annoying to debug this issue! Certainly this wouldn't of slipped by Adobe's team when they tested their APIs?
I just updated to Ios5 Beta5 this morning on my iPad2 and this issue seems to be resolved. The stage now does not rotate coming out of the camera API.
Have same issue
quick fix : when you access your camera and need to show it in stage you certainly be using "flash.media.Video" object, so just rotate the Video instance to fix it.

Uart iphone 4 augmented reality

I am trying to run this project https://research.cc.gatech.edu/uart/content/trackerwrapper on iphone 4. I managed to open the camera but the image is interlaced.Do you know how to fix this.
Please see the following thread for much more information on this:
http://sourceforge.net/projects/uart/forums/forum/1087070/topic/4413280
It seems that the problem has to do with sending an image to the screen that has a lower resolution than what the screen is.