I am building a VR android application for Oculus Quest 2 using HDRP. I am aware that on the Unity site it says that the HDRP support for Android is not there yet. But I wanted to confirm if there were any updates and/or the article on Unity is old Oculus Site. Since I am getting an error of "The platform Android with the graphic API Direct3D11 is not supported with High Definition Render Pipeline".
FYI I am using the Vulkan Graphics API.
The reported API is the one selected as Windows API (which is a bug).
Android will simply (and sadly) not build if you use HDRP, even though Vulkan does support compute shaders
Related
I need help about Google ARCore. Actually Unity app working in Nexus 9 but Google ARCore Android app doesn't support it. Also I know about supported devices.
But I want to know about what's the difference between Android ARCore & Unity ARCore?
Why Unity AR app is working in this device but Google ARCore is not supported its own native SDK?
ARCore is the plugin developed and maintained by Google. There are ARCore SDK, ARCore NDK, ARCore iOS, ARCore Unity (where you can develop apps for iOS and Android simultaneously), ARCore Unreal. Unity also supports Vuforia SDK that has its own engine as well (developed by PTC) and/or can compile apps from Unity's ARCore and ARKit libraries. It depends.
In Unity, ARCore is directly integrated into the engine – you know there’s a little checkbox for it in the XR settings – and it’s compatible with Unity versions 2017.1 or later.
But.
Unity has its own AR engine. It allows Unity to compile apps that can be run on even officially unsupported devices. That sounds strange. But for Google there are obvious reasons for unsupporting Nexus 9 officially:
Nexus 9 may have no real Gyroscope sensor (it may have virtual Gyro)
Nexus 9 will be in the list of supported devices a little bit later (although it's unlikely, because it released in 2014)
possibly Nexus 9 has hardware issues
it does not meet the minimum software requirements for ARCore
there are Google's business preferences (HTC and Google are competitors, aren't they?)
etc, etc, etc.
Hope this helps.
They're completely different libraries written by completely different companies that just happen to have similar names. They have nothing to do with one another. So there's no reason why they would both support the same set of devices.
I am working on an Android project where my device need to run by using software rendering.
My device architecture is ARM and I want to run lollipop using software rendering as my device dont have compatible hardware library file.
I came across that we need to set the flag USE_OPENGL_RENDERER to flase.
After setting also i am not getting the display ie getting android logo but not booting further.
What are the exact changes that i need to do in the source code to make it work with software rendering
I don't think Android supports devices without OpenGL for a while.
Android Compatibility Definition Document (CDD)
7.1.4. 2D and 3D Graphics Acceleration
Device implementations MUST support both OpenGL ES 1.0 and 2.0, as embodied and detailed in the Android SDK
documentations.
I need to make a 3D animation across the web, android and iOS platforms. My question is, is it possible to use WebGL to make the animations in native android and iOS apps? As I would write the animation once and it would in theory port to the android and iOS with out any problems or am I going to have to simply use the OpenGL ES to make the animations for the mobile devices and webGL for the web.
Disclaimer: I work for ludei
So, that's exactly what a company called ludei is preparing to launch ;)
We have it working on Android 2.3 (even on a Nexus One!) through 4.2, and iOS 4 (I think?) and up. We don't rely on the system browsers or webviews, so there are no "private libraries" problems, and we support versions of Android that can't have WebGL otherwise.
We're giving it the final touches now, but we should be able to release it in a few weeks :)
Check out http://impactjs.com/ for iOS they are allowing you to use threeJS //asmallgame.com/labsopen/webgl_impact/ right now for Android it is only supported on Chrome Beta and you have to enable the flag http://thenextweb.com/google/2013/01/25/google-finally-makes-it-easy-to-enable-webgl-support-in-latest-chrome-for-android-beta/ I would expect webGL to be fully supported with key lime pie version of android coming out soon. Also you can hack the iAd platform to support it on iOS but you will not get it through the app store due to using private libraries. github.com/benvanik/WebGLBrowser also be aware of github.com/kripken/emscripten because firefox recently came out with asmJS on odin monkey techcrunch.com/2013/03/21/firefox-nightly-now-includes-odinmonkey-brings-javascript-performance-closer-to-running-at-native-speeds/ this enabled firefox to port over unreal engine to webgl in only a few days at the last GDC so hopefully chrome and other browser start supporting asmJS for the obvious speed boost. techcrunch.com/2013/03/27/mozilla-and-epic-games-bring-unreal-engine-3-to-the-web-no-plugin-needed/
WebGL is not fully supported on all browsers, however both Android and iOS have native OpenGL views that can be used (and will provide a much faster experience than WebGL). Once your environments are set up for each platform, using the same code will be mostly trivial.
Although cocos2d-x does not support 3D animations, its documentation may help you get started for cross-platform apps using openGL.
I would like to publish my app on the Android store but I can not get my app to work in the emulator. I cannot figure out why I cannot run my app when so many have published with the same tools as me in the past.
I have downloaded the lastest Android SDK and installed all the API's. There are alot of 2.3.3 devices and my app supposedly supports as far back and API level 3 so I am assuming my app should be working on API level 10. However my app complains that it has been built for ARM5TE and that the device supports ARM5T.
I cannot figure out what this implies and I am able to build with ARM5T but have no idea if that would then mean my app would not work on ARM5TE. I know that most devices are ARM based but I have no idea how many are ARM5TE and ARM5T. I wanted to support the 90% of devices that use the app store that support open GL 2.0.
To improve the ARM architecture for digital signal processing and multimedia applications, DSP instructions were added to the set.[30] These are signified by an "E" in the name of the ARMv5TE and ARMv5TEJ architectures. E-variants also imply T,D,M and I.
The new instructions are common in digital signal processor architectures. They include variations on signed multiply–accumulate, saturated add and subtract, and count leading zeros.
(source)
Most Android phones released in the last couple of years are based on ARMv7-A, which also supports these DSP instructions.
I'm trying to build an Augmented Reality application for androids. I just want it to show some 3d models when it recognizes my different markers.
I used this excellent SDK, https://ar.qualcomm.at/qdevnet/sdk and followed the steps, but unfortunately when I created the application and ran it on my android, it showed a message "Your device is not supported". That's probably because that guide is for 2.1 androids, and mine is 2.2
Is there any way to "convert" it? I just want to make it play on my phone.
Is there any way to "convert" it? I just want to make it play on my phone.
Not that I know of. The QCAR SDK actually checks for device compatibility based on explicit conditions (e.g. a snapdragon processor) and fails to initialize if the device is not supported. There's a list of supported devices available on their dev forum - https://ar.qualcomm.at/qdevnet/forums
Most Android (and iOS) devices are now supported by QCAR SDK.