I am new bee in MVVM and am facing issues using the pivot control. The code works in windows hone 7 sdk but not for windows phone 8 sdk.
Here is the code:
ItemTemplate="{StaticResource DocumentDetailsItemRowTemplate}"
Foreground="{StaticResource PhoneTextBoxSelectionForegroundBrush}" >
I am getting the header correctly but nothing is displayed below it.
There have been some small changes to the template for these controls in WP8. For further details, see the blog post Panorama and Pivot moved and changed in WP8
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I'm using Wikitude Unity SDK 9.12 and I want to make a UI panel that uses 4 image tracking to anchor, it's a big panel so the 4 trackers. At first, I tried using extended tracking to fix the panel, however I had problems and it didn't work well. Then came the idea of the 4 differents qr codes, but despite working better, I still have stability problems and delay to scan the tracker. The build is being made for the VuziX M400.
What do you guys recommend to make this?
I am new to unity 2021.2.10f and I have become stuck on getting a simple app working on a tablet /real hardware.
I am using unity 2021.2.10f my project is simply the built in
"3D Sample Scene(URP)" I did not change anything to it except added an icon to it (so I can see it in the tablet menu when it is installed on the android tablet)- the unity project can easily be
recreated-I could not upload it since it the project was large (more than 350MB) for my internet connection.
This is how the the unity project looks on my computer
enter image description here
When I compile this to an android apk I just get a pink/magenta screen (as shown below).
enter image description here
I also get the message below from the tablet.
enter image description here
After googling around for an answer I found out
this pink/magenta screen means it is a shader problem.After more googling for an answer it was recommended to tick or untick to reset the
~"Auto Graphic API" as a fix-but this did not work for me.
I also changed the color space from Gamma to linear-and again this did not work for me. My tablet is a Maitai MT107.
So my question is -how do I get this to work?
In previous years and using older versions of unity I have been able to get unity made apps to work perfectly on several different tablets (though not an MT-107).
Also the compiled version of this project does not
work in latest version of Bluestacks on Windows 10-it shows a blank black screen instead of a pink screen-may be it is related to that-
maybe if I can get it to work with the Bluestacks emulator it will work on real hardware-but I do not know what exactly the problem is that is stopping the app working on the MT107.
I figured it out using Shingo's comments.
My tablet only supports GL ES2 because
I ran CPU-Z to find that out.
I made a simple test program (just the default empty project with the blue sky) with
unity 2020 (NOT the latest version) when GL ES 2 is selected.
Here is the gotcha-it looks like ES2 was removed in the latest version
of Unity 2021.2.10f-but it can be selected in the following way.
I started off by making my test program in unity 2020 save and closed the project. I selected GLES 2, as shown below,in this older version of unity (NOT using "Auto Graphic API")
Then I re-opened it, this makes unity convert the project so it
works in the latest version of unity 2021.2.10f-then I can see the GLES 2 (depreciated) appears in the
latest version of Unity. The GLES2 option circled in blue shown below
-GLES 2 support does not appear in the project if the project is not converted from the older version of unity.
Now I can use the latest version of unity to use with a tablet that supports
only GLES 2 by adding to the empty test program to eventually write my complete program.
I am happy I can still use my tablet with unity because: it wasn't cheap to
buy and bought this year, if it works on this tablet it will work on a GLES3 tablet (because of backwards compatiability).
I'm trying to develop an app to Oculus Quest
yet i encounter many issues on the way.
the app basically consist of a room and teleportation.
the issue i encountered happens both on unity 2018.3.12 and 2019.1.8.
I created an app that did work as expected before on Quest using Oculus integration v1.35.
however, when re-exported and installed to a brand new Quest device:
teleportation that worked before refuse to work
pressing a button on 1 controller hids the other one from view.
hands movement is limited
even though target devices is set to Quest, I still (on v1.35) see the controller of oculus go
it only happens when exporting to quest, on rift it works just fine.
from the posts in Oculus Forum
https://forums.oculusvr.com/developer/discussion/comment/702108#Comment_702108
https://forums.oculusvr.com/developer/discussion/79144/hands-not-showing-up-with-localavator-unity#latest
it looks like there is a firmware issue (but then you should be encountering that too no?)
things I tried:
Start a new project from scratch:
followed the standard tutorial and documentation like those
https://www.youtube.com/watch?v=qiJpjnzW-mw&t=1s
https://developer.oculus.com/documentation/quest/latest/concepts/book-unity-gsg/
could not see the hands at all, and no teleportation was implemented, it is said that there is a bug in current v1.39
https://forums.oculusvr.com/developer/discussion/79144/hands-not-showing-up-with-localavator-unity
I tried to use both the unity OVR assets and the following plugins
https://assetstore.unity.com/packages/tools/input-management/vr-movement-system-for-oculus-47292
https://assetstore.unity.com/packages/tools/input-management/vr-arc-teleporter-61561
and in all 3 encountered the same issue.
did anyone encounter any issue similar to what's described?
as said, i expect to see the ands and controllers, and the code attached to the trigger press executed. none of this happened.
as some test, (since i do not have another quest)
i exported a build and sharing here.
please comment if you have tried it and it workd fine on your quest or not
https://www.dropbox.com/s/uvcmhyar2qljb19/k14.apk?dl=0
From what you wrote it's seems like an update issue with your device.
Check references with the new device .
For me when i publish i use the 2018.4.1f LTE
Since i encountered a lot of issues with android build with the 2019 version.
Go to the company and ask what changed with the new versions.
thanks to all the helpers.
update 1:
if hands don't appear at all, its because Oculus integration 1.39 is buggy
revert to 1.38
https://developer.oculus.com/downloads/package/unity-integration-archive/
second:
the problem is that the latest firmware update added GO controller support and defaulted it.
so Quest controllers begun appearing as GO
the trick was to copy the AndroidManifest to Assets/Plugins and edit it properly to specifically define the correct settings.
you can see the recommended changes here
https://developer.oculus.com/documentation/quest/latest/concepts/mobile-native-manifest/?fbclid=IwAR3AgasGPJFVGsz7lyzfJNfuTB8R1FOg88Quq8YZz67eQlwEFvgEMDGjSdo
I have recently purchased a new computer :
https://pcandparts.com/hp-gaming-laptop-power-15-cb005ne-acid-green/
And I have installed Unity on it. The problem is that every time I try to move the layouts unity screen becomes black and freezes.
https://gyazo.com/fdbbba09cbee7005b1b55637cea19855
After trying to search online, post on multiple forums, contacting Unity Team and Nvidia support I have found that the only solution is running unity from the command using -force-glcore
In fact, Nvidia support have been unable to find the solution and Unity Team was stressing that I update my graphic drivers and Directx version however both of them are latest versions and so is Windows 10.
https://gyazo.com/ee810b7d18be7580d3703e42c7b46526
https://gyazo.com/ea751dcf39ebfc791f2dce59cd219a0c
https://gyazo.com/d43718cc693a7c9cac44f4924bf968da
This is the latest email I have received from Unity Team :
https://gyazo.com/df2d7e960484cd8c682e5b733860e935
as well as the link for unity forum that also includes the error and editor logs:
https://answers.unity.com/questions/1511848/unity-editor-crash-2.html?childToView=1512288#comment-1512288
I also tried multiple versions of Unity from 2017 and 2018.
I will provide any additional information needed.
How can I solve the problem so I can run Unity smoothly and without having to go to force-glcore ? And what is truly happening?
Thank you in advance for taking the time to read
How can I solve the problem so I can run Unity smoothly and without
having to go to force-glcore ?
There are other things you can try.
1.Use DirectX9 instead of DirectX11. The default on the new Unity verions is DirectX11.
Go to File ---> Build Settings... ---> Player Settings ---> Other Settings then un-check the Auto Graphics API for Windows API checkbox. From there drag and move Direct3D9 above Direct3D11 click Apply and restart the Unity Editor.
If Direct3D9 is already above Direct3D11 then move Direct3D11 above Direct3D9.
2.If #1 doesn't work, try other graphics API. You can try other 3 graphics API such as Direct3D9, Vulkan and OpenGL Core.
These are hidden and you must click the + sign then manually add them to the menu then drag them to the top.
Then you can chose which one to add and then drag them to the top to force Unity use them.
Once of these should work for you. Chose the one that works the most. You don't need -force-glcore when opening Unity to use this. Your issue is mostly a driver issue sometimes, a workaround like this solves it until the driver is fixed.
Recently I saw a mobile "Karbonn Tornado" has one one application that shows applications on loading page in device as Tornado model.Means how tornado action goes in the same way here animates.Is it possible in iPhone.Please support with an example or supporting materials to do it.
possible with openGL but even than the layout of the apps is looked out by the OS .. there is nothing you can do about it...