GoogleTV Builtin skin missing - google-tv

I developed an app on GoogleTV some time ago using API Level12 Emulater.
Just updated by ADT to ADT 21.0 and now if i try to create new AVD , I got following options
Device
Target
CPU
Skin with CheckBox
I can select target and choose the device and it works okay for mobile devices.
If I select
Target - GoogleTV Addon , In device section i don't get any compatible device and i can;
choose skin of 720p or 1080p. ( Previously option was there to choose skin for GoogleTV)
Please provide me, how i can define GoogleTv device with GoogleTV Addon as target.

You need to first create a “Device Definition” and then use that for a new “Android Virtual Device”. The device definition needs to have the right screen resolution and hardware specs configured: DPad, landscape orientation, large screen size and xhdpi density. I would recommend having both a 720p and a 1080p device configured for testing your layouts and bitmap resources.
Here is a link that has the steps to follow: http://waynemay.com/installing-and-configuring-the-google-tv-emulator/

Related

OnePlus 6T Android Emulator Screen Configuration Hardware Profile

Has anyone been able to properly setup OnePlust 6T android emulator with regards to the screen profile?
I set it up according to the official specs, 6.41" & 2340 x 1080:
But the emulator doesn't reflect the screen of the actual device; see below:
After some trial & error, it seems that the emulator's resolution of 2643 x 1220 reflects the actual device.

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

Unity ads displaying an ad example and not the real ads

http://prntscr.com/cv3hc3 and http://prntscr.com/cv3hh0 seems to be perfectly set up, while my ads still display the "unity ads" example. How can I display real ads and get money from it?
Turning test mode in the UnityAds dashboard on and back off again did it!
Have you set test mode to false? this is from the Unity blog:
If we are running our project in the
editor we will see a generic billboard ad. If we are running this on
device and test mode is set to true (see above) then we will see a
placeholder ad. Finally, if we are on device and test mode is false we
will see a real live ad.
source: https://blogs.unity3d.com/2015/04/09/integrating-unity-ads/
I am not sure if your build target is properly set up, but this is a point worth mentioning as well:
NOTE: Since ads are currently only supported for iOS and Android, your
editor will have to be targeting one of those platforms in order to
see any test ads. Before going further you may want to switch your
platform to either iOS or Android in the Unity build settings
(File->Build Settings)
source https://blogs.unity3d.com/2015/04/09/integrating-unity-ads/
just uncheck the TestMode in services then try to build the app and install it in real devices then it works great.

Add icon for App Store (required for all apps) to Xcode

I am preparing to submit my application to the Apple App Store and have been researching the requirements for the App Icon. I have filled in all of the allotted slots shown in this picture from Apple's website
However the docs say that a 1024x1024 icon is required for the App Store and I do not see any "slot" for that image in my Xcode project. Where and how do I add that required 1024 x 1024 app icon?
Make a 1024x1024 icon and name it "iTunesArtwork#2x.png" add to assets catalogue.
You can use makeappicon to generate an .xcassets catalogue... makes life easier
(I'm not affiliated with the above)
You will need to log in to Itunes Connect and then go to my apps and scroll down a bit to General App Information.
Using the Asset Catalog as pictured in your example there is no 1024 icon. Normally, for OS X apps the 512pt 2x is the 1024 x 1024 icon. On iOS Apps you must upload a 1024 x 1024 image to iTunes Connect separately from your Asset Catalog that has no transparency. On OSx apps it takes the image from your binary bundle that you uploaded.

Why I can not find my Iphone device in xcode

I have added my iphone as device and associate it with provisioning. Then I download the newest provisioning and install it (I have successed added ipad as test device before).
Now, in the "Organizer", I can see the iphone device but when I connect iphone device I can not find the iphone device to run my app. My software version is 4.2.1, is it the version not the latest that lead to this problem? Or what is the possible reason?
Yes, the software version of the iPhone matters. It has to be within the range of the minimum deployment target outlined in your project. So:
If you pull up your "project" settings (click on the top most folder at the root of the list of all of the source files tree structure in the project navigator panel on the left, then in the main panel click on your project name underneath "PROJECT" and the select the "Info" tab, there's something there that says "iOS Deployment Target". If that iOS version is greater than the iOS version of your device, you won't see the device listed in Xcode's schemes (where you select devices v simulators). By the way, it's ok if your app's "base SDK" is a higher number (just make sure you don't use any iOS 5-only method, or if you do, make sure your program programmatically tests for the existence/support of those methods), just make sure the deployment target is low enough for your device. Anyway, if you change the "iOS Deployment Target", your device should show up. (Also, by the way, if you altered your target's minimum deployment (i.e. if you ever changed it so it no longer defaults to the project's minimum "iOS Deployment Target"), you might have to tweak that setting, too.)
Also, if your iOS version is 4.2.1, I wonder if you're dealing with an iPhone 3G (the model before the 3GS). I say that because 4.2.1 is the maximum iOS version on that old hardware. Anyway, if this is the case, you should understand that the iPhone 3G and early iPod touches use the ARMV6 processor, rather than the ARMV7 processor. So even if you change the "iOS Deployment Target" to iOS 4.0, for example, you'll see your iPhone 3G show up on the list of devices for which you can build, but it won't work (and it won't give you any meaningful error message). This is only a concern if you're dealing with the 3G or earlier. To support those older devices (if this is a concern), in addition to the "iOS Deployment Target" setting discussed above, you also have to go to the "Build Settings" tab, find the "Architectures" entry, and make sure you add "armv6" as another option (click on the value next to "Architectures" (it might say something like "Standard (armv7) - $(ARCHS_STANDARD_32_BIT)", click on "Other...", and when you get the dialog box, click on "+" and add "armv6" (without quotes) as an acceptable value.
Once you do this, you may want to click on the button about "Validate Settings", because there's a cpu related fix that it suggests. Don't know if you need it, but I let it fix my project.
Finally, you will want to go back to your Project Navigator panel on the left (where you see all of your source files), find your app's plist (easiest to just type "plist" in the search box in the bottom left corner underneath the files), and go to the "Required device capabilities". Expand that list and if you see armv7 there, just get rid of the armv7 entry.
Points 2-4 are only required if you need to support older hardware, but this is unnecessarily complicated and unintuitive. Hopefully this helps.