Stuck on 'Tap a surface to add the Local Anchor' - android

I'm trying to run through the instructions or the basic demo here: https://learn.microsoft.com/en-us/azure/spatial-anchors/quickstarts/get-started-unity-android Everything seems to go fine however when running the app on my Galaxy S8+, the script seems to go no further than displaying the message 'Tap a surface to add the Local Anchor' with a Next Step button below. No amount of tapping gets me further.
The camera is working.
I'm using Unity 2018.3.11f1
ARCore 1.50 as indicated in the instructions.
I've also tried exporting and building in Android studio and deploying and still nothing. I did make sure I had ARCore Supported selected in the Player Settings --> XR Settings
Anyone else encounter this?

Related

Unity android build screen freeze

So, my game in the windows build works perfectly but it freezes in my android build when my gamescene is finally loaded. It's a network game so I can see my android player moving, it's just that the screen it's permanently frozen. I have no errors in console and in one of my build I managed to get this: not sure if it helps, not sure what to do
enter image description here
Use Vulkan API for Android - instead of GLES: https://docs.unity3d.com/Manual/GraphicsAPIs.html

VR on Google Cardboard (android) using Unity ERROR

I am new to Unity and VR. I am trying to create a very basic VR application using Unity and my Android phone via Google Cardboard.
I followed the steps given here, https://developers.google.com/cardboard/develop/unity/quickstart, https://docs.unity3d.com/Manual/android-sdksetup.html and installed android studio sdk on my laptop.
Here is my scene, hierarchy, and build settings. No error while building. The refrigerator model is my game object, and as you can see the camera points at the refrigerator, at least that's what I inferred.
On my phone, I only see the green background when facing down, as I turn my phone up it changes into white. Nothing else is seen.
Setup images:
[1]: https://i.stack.imgur.com/bOsNl.jpg
[2]: https://i.stack.imgur.com/aTsrf.jpg
[3]: https://i.stack.imgur.com/a9QSJ.jpg
Output images:
[4]: https://i.stack.imgur.com/IgWuy.jpg
[5]: https://i.stack.imgur.com/LDmQX.jpg
[6]: https://i.stack.imgur.com/4lfHU.jpg
Make sure the HelloCardboard scene is included when building your app, and remove the default empty scene which just contains an extra redundant camera.
You have to do that from the Build Settings window with the button "Add Open Scenes".

Unity GoogleVR1.2 Cardboard displays upside down on Samsung

Currently, I am trying to make the Virtual Tour app to play with cardboard, then get the demo completed and it's working like a charm in Editor Play mode and on my Lenovo Phab 2 phone. Unfortunately, when I install it on Samsung Note 9, the app displays upside down. I have tried change the orientation in player setting and edit the android manifest but still no luck are there any one know the solution? or is it the bug in GoogleVRSDK or Unity ,caused at first there is the lack in app build that Unity build the app as normal app not Cardboard one even GoogleVR Demo scene, but after restart Unity it works fine.
This is apparently an issue with Unity 2019.1.x and both Android and iOS.
Either, switch rendering from Vulkan to OpenGLES3 (Android, not sure about iOS)
Or, downgrade to 2018.3.14f (is said to work for both iOS and Android)
Track updates here:
https://github.com/googlevr/gvr-unity-sdk/issues/1030
https://github.com/googlevr/gvr-unity-sdk/issues/1031

Vuforia Object Recognition Unity Sample results in Android Black Screen

I am developing using Unity5.3.5f1 (64 Bit) and have a problem with a black screen on my Nexus 7 Android version 4.4.3 every time I try to launch the app.
I try to implement the Vuforia Object Recognition Unity Sample (https://developer.vuforia.com/library//articles/Training/Vuforia-Object-Recognition-Unity-Sample-Guide) so it should work while I followed the instructions.
I didn't modify the code, just followed the instructions to add the 3D target.
I followed the hints of the developer forum to set the player settings for building https://developer.vuforia.com/forum/issues-and-bugs/camera-not-working-when-app-installed-mobile but nothing changed the situation:
Setting Rendering Path to "Legacy Deffer"
changing the Minimum API Level to Android 4.2
enable "GPU skinning"
set graphics APIs to "OpenGLES2"
I have noticed a lot of problems between unity and mobile devices when building. There seems to be some residual meta data left on the device from unity so not all changes end up working properly (which holds the information of what objects the script is attached to). I had an instance where I deleted EVERYTHING in my scene and I had a debug script attached to some of those items that would output some text to the Xcode console in the scripts start() method. After cleaning out the entire scene and redeploying that debug script was sill outputting to the console. I deleted the .meta file associated with that script and redeployed. This deletion stopped the file from running. I have noticed that restarting the device can also fix this issue. Also deleting the meta, deploying, then undoing the delete and running again also fixes some of these issues. You will NOT notice this problem when developing in unity and breakpoints will never be hit, but it will still happen on the mobile device and even run scripts that you completely disabled.

Unity app crashes on Google Tango device

I created a new Unity Project which just has a simple Main camera and a Directional Light. I added the scene and chose Android as my build environment. When I "Build and Run" my Unity app always crashes and does not start the game. I tried building the same apk on other (non-tango) android device and it seems to load fine. I haven't even added my Tango prefabs yet (although i did try adding them but no luck).
Am I missing something ? Has anyone else experienced this problem ?
P.S.: My other tango unity samples seem to run fine.
Try following the steps in https://developers.google.com/project-tango/apis/unity/unity-prefab-motion-tracking. They also have some suggested Player Settings for Default Orientation (Landscape Left) and Min API (17).
Try disabling "Dynamic Batching" in android player settings and disable "Draw Default UX Exceptions" in Tango Ux Script, which did the trick for me

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