How to debug when using ARCore? - android

I'm supposed to make a small AR app for android but since it seems ARCore can't use the computer's camera and Unity Remote isn't compatible with ARCore I have no way of running the app in the unity editor.
Only thing I can do right now is building the app, installing it on my phone, eventually create a canvas where I put some text to see if the app goes where I want it to go. I probably spent half the day debugging simple things because I can't find a way to have access to any console while using the app.
I can run a normal unity app with Unity Remote as long as ARCore isn't used, otherwise, it's just a black screen.
It's for a professional project so I can't just installed plenty of other plugins to make it work that way, I'm limited to ARCore and AR Foundation.

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ARCore with different scene / real camera

Friends and me are trying out the ARCore of Google. But since there is only limited phone support at the moment, none of us owns one of the supported phones.
So I googled and found out that you can run ARCore in the Android Emulator, which works nice.
But I have a question regarding that given scene: Can we change it somehow, or use the webcam from our laptops in order to test it under our real scenery?
Ultimately we want to build something with Unity + ARCore, but our current Unity-App crashs when running it on the Emulator. So I want to ask, if this is even possible in the current state, to build an .apk with ARCore in Unity and run in on the Emulator?
Sorry for alot of questions.

Unity3d Using a different device for rendering and displaying

Our project consists of very detailed models and we are supposed to show it in a android device. We are using VR cardboard.
The project has become quiet large and it's starting to lag in the mobile phone. We are still add more models and effects.
We need a way such that the game runs on a pc and displayed on android device so that everything runs smoothly. The game needs to access gyroscope and other sensors for VR.
Can It be done?
Yea. Unity Remote is there to help you with just that.

ADT - Changing an application code and seeing the results instantly

I'm currently developing an application for Android, using ADT and a tablet plugged in my computer in USB debug mode. Whenever I change my code I have to "commit", that is re-running the app, so I can see the changes I made. Can be a bit of a bummer. Is there a way to not have to do this? Something like "code-pushing" or similar. After all, this is in debug mode.
Reason I ask this is because I recall watching that documentary about Minecraft, and seeing Notch using debug mode in eclipse and making changes to the game instantly without ever closing or reloading the game.
For Android Java, you could use the layout designer, thought it's probably not what you're looking for (I thought I'd have to mention it). If you're looking for an instant preview, you have to be willing to change your current development environment and language.
Currently, Unity and/or Chaos Project can give you pretty good previews. That's probably what you saw for MineCraft.
There is also HTML/Phone Gap/Cordova that can be previewed on Node.js (either on the browser, or on a Node.js instance on the phone itself).
And there is Android App Inventor, which gives you an awesome real-time preview, but which unfortunately was written in Scheme/LISP, so it can not easily be extended using other languages.
If you're just looking to speed up your save and compile cycle in Java, I'd recommend you switch to Android Studio (instead of Eclipse ADT), and only download updates from Android Studio's Stable Channel. Once properly set up, Android Studio will save you time (however, it still won't give you anything like a real-time preview, but I still highly recommend that IDE).

Developing on AVD vs Actual Android enabled device

I just started to learn how to program an Android applications. Coming from a C# world, one thing that bothers me greatly about Android programming is the fact that it takes forever to actually test your app because you have to fire up AVD or wait until the app is installed on your actual device whereas for Winforms/WPF applications, you just hit that debug button and everything loads within split seconds.
My first question is, which is a more preferred way of developing to maximize efficiency? Develop on AVD or an actual device? Are there any suggestions on how I can improve my development speed?
A few things, most people leave the AVD open whilst they are developing so that they don't have to wait ten minuets every time they open it, however if you have a very slow computer and this is not an option then yes it will talk a while
If you have a faster computer then AVD is likely to be less laggy, but for a completely lag free testing place, use your actual device.
If you are making games you should look into libgdx because it allows you to test your apps on your desktop, then by changing one line, export them as .apk files and test on you android device
For a lot of apps and features within apps you will be left with no option but to test on your real device. Because it can take a while moving the .apk file to the actual device, I would recommend using an on device IDE to make small edits to your code whilst testing certain hardware features such as the volume buttons or the accelerometer. As for on device IDEs I would recommend AIDE - https://play.google.com/store/apps/details?id=com.aide.ui&hl=en
On the whole, I would recommend using eclipse with AVD, for the majority of your development on the majority of your apps, but for any apps that you need hardware functions for, I would recommend using an on device IDE (search the play store for android development for more options if you don't like my recommendation). Most importantly don't list your app until you have tested it on multiple screen sizes on the AVD, and you have tested it on you physical device
Keep the AVD open, you can keep doing debugs and test on it, it will automatically close and reopen with new code, that’s how I do at least, and I am the same, came from C# no experience with Android.

How can i link up my Android phone to unity for Testing Games?

i just started learning unity and i am stuck at linking my Android Phone to unity to test run. Is it possible to test games on android phone from unity? i try with emulator but couldn't work it properly Emulator's Screen goes blue, it did show welcome screen of unity.
My device is xperia arc Android 4.0.4
is their any synchronization software for unity and android?
There are two things you can do.
One, as already pointed by Jerdak, is installing your android device drivers and the android SDK. There's no better steps to take here than what already pointed in the docs, and I see no reason to replicate the steps here.
The second thing is using the "magical" Unity Remote. It's far from ideal for testing games, but it may be useful for some testing and it is a lot faster and simpler to run. You just need to install it on the device, have it on the same wifi as your running Unity Editor and hit play.
Unity remote is replaced by unity remote 4. Kindly proceed it with unity remote 4.Make sure only 1 sdk platform is installed on your system.

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