I am developing a unity plugin that allows showing a new activity on top of the existing unity activity. The new activity is a standard android activity (does not derive from unity activity, etc). The new activity is not full screen, i.e. it is a popup, design to show a transparent background (to be able to see the underlying unity scene). When I run the activity code in a native android app, all is fine, I can see the underlying activity. But when I run it inside a unity app (wrapped by a plugin), the new activity popup UI shows up with black background - the underlying unity scene/activity does not show.
here is the activity definition in the manifest, as you can see it has the usual Translucent values, etc:
<activity android:configChanges="orientation|keyboardHidden" android:name="com.mycomp.MyActivity" android:theme="#android:style/Theme.Translucent.NoTitleBar"/>
any ideas why I don't see the background?
Related
How to track rendering traces? Drop down menu doesn’t offer me any of my screens, only Android activities.
I use setCurrentScreen() function to tell Firebase my current screen.
I am making a desktop app and would like to add a translucency effect as shown in the image below. Would this be possible in flutter?
You would need to use a native view behind the Flutter view to achieve that effect; Flutter has no way of accessing the pixel data of the content behind the window in order to apply a filter effect to it.
So you should be able to make a macOS Flutter application with that effect, but you can't do that specific part within Flutter.
I am working Facebook instant game using unity2017.2. I deployed build for Facebook and uploaded it on Facebook. Everything is fine but when instant game start there is unity loading bar appears which take 8,9 seconds even if you have just one scene with one button in your game. So how can i remove that build-in unity loading screen. Please help. Thanks
https://i.stack.imgur.com/0IodM.png
It is not possible to skip the whole loading screen. As mentioned in the comments you can modify your UnityLoader.js - you can find this script in the Build folder of your build.
To read the code I recommend this beautifier
I just opend my build and found the object Progress in line 1849. Perhaps you have a different version and it is at a different line. Search for Progress
Here you can see what Unity is doing. In the Progress.update they are updating the ProgressBar.
At all it is not easy to read.
The easy way to customize you loading screen is to replace the graphics under TemplateData - here you can copy your own pictures. The names have to be the same as the original filenames: (default is light)
progressLogo.Light.png
progressFull.Light.png
progressEmpty.Light.png
I think this could be a solution for you?
Yup, it's a little bit frustrating to see a logo for a long time. I've worked on Unity version 2018.31f, and there, it's easily removable if you are using Unity Pro.
To remove the logo in Unity Pro, open your Unity WebGL project, Go to File -> Build Settings -> Player settings. You'll see settings for WebGL and a Splash Image column in that window, as shown in this picture.
As you can see in Splash Image settings, show splash screen column is inaccessible for me to tick/untick. The same goes with Show Unity Logo. This is because I'm currently using a free version of Unity. But in the Unity Pro version, you can untick this option and make that Unity Logo screen hidden.
If you are using the Unity free version, ensure a minimum Logo Duration of 2-sec, at least in the accessible version of Unity.
I have a Unity project that is kicking out an Xcode project for ARKit. It's a single scene project and uses Vuforia as the camera since I am performing some image recognition for AR - my questions are:
Is there a way to show a custom permissions view prior to showing the actual Apple permission? Such as this: https://github.com/IvanVorobei/RequestPermission
If Don't allow is hit on the camera permissions alert from Apple, Vuforia seems to its own screen indicating to the user they'll need to navigate to the settings app in order to enable the camera for the app after "Don't Allow" was selected. Is there a way to ditch this screen in place of my own?
In a normal Xcode project this wouldn't be an issue but I can't seem to locate where this would be done at since I don't see anything related to the Vuforia camera in the project.
When you create a Vuforia ARCamera it has the DefaultInitializationErrorHandler script attached. If you want a custom design for the error handler, copy the DefaultInitializationErrorHandler script, rename it and use it instead.
I'm developing an app in unity which to run in iPhone,what I wanna do is to add a webview to show website, then add other UI elements created in unity to cover the webview,is there any way I can do this?Because it seems after adding a webview,it is always shown above everything I created in unity,I can't find a way to position it middle of my UI,is there anyone who has ideas?