I'm currently experiencing extremely strange behavior with Google Daydream on my Pixel 3 (Android 9 Pie). I simply load one of the Daydream demo scenes in Unity. A couple of months back, when I was first playing around with GVR everything worked fine.
However I just reinstalled the project and somehow the Daydream orientation is rotated by 90 degrees per default, which basically makes every application unusable if no additional correction is performed after initializing the application.
The following image should show the behavior I mean.
The Unity project is set up to only allow Landscape Left device orientation which is the default orientation for Daydream applications. Also auto-rotation is enabled in Android. Which should basically lead to a correct initialization of the application.
Might this be some internal Android issue? Or is there any global unity option that I might be missing here?
EDIT:
I couldn't figure out why the error occurred. A hard reset of the device was my final 'solution'.
Related
So I have an Android App and I essentially have two game modes. One game mode allows the user to use the AR mode and the other is a non-AR mode. The non-AR mode and AR modes work great by themselves and I have no problems. However, if I switch to AR mode and then go back to my menu and switch back to non-AR mode the camera is changed and not in its default transform/position. Is there a reason why this is happening? Does anyone know how to go about fixing this? I've tried resetting the camera and pawns at the end and beginnings of each level but neither works. Any other suggestions would also be appreciated.
How nonAr mode should look:
How it looks after coming from AR mode:
Apparently this is a known bug in Unreal. Still unresolved as of 4.21.0.
https://issues.unrealengine.com/issue/UE-62163
This issue seems to occur on some Android devices, notably the Kindle Fire. I'm currently developping an app that runs in Landscape Right and Landscape Left modes, but it seems on some Android devices it starts up on one side then cannot be rotated afterwards.
I'm using Unity 4.3.4f, and my settings are set to support both landscape modes and is set on Auto-Rotation.
Also, I've made sure the problem isn't about the auto-rotation being locked on my device, so it must be something related to my app settings.
Any reason this works on some devices and not on others ?
Note : This issue doesn't occur on iOS devices.
UPDATE : This issue occurs only sometimes on some devices. Sometimes rotation will work fine, other times it just will stay stuck in one direction. Same build, upon killing the app and restarting it may work. Kinda confused as to why this is happening !
Check if in this devices you dont have the rotation blocked in settings.
I do have a problem and have very little to go on. I'm about to release an App (created with Air for Android As3) on the Samsung App Store and just got a list of issues that have to be resolved after the app has been tested by samsung staff before the app could be released.
I did manage to solve almost all of the issues, but 1 very important one is beyond me. They say the screen turns/stays black, when returning after the device alarm interrupted the app. This issue practivally happend on all their devices, including a group including the phones I own (e.g. Galaxy S3).
I do have "OnDeActivate" and "OnActivate" listeners in place that are there to pause the app, disable sound etc. if it loses focus, gets minimized etc., yet I checked on my devices and I can't reproduce this error. Meaning if the app gets interrupted on my device by the alarm, I can resume it without any problems. no black screens.
So the question is: Is there any way for me to fix that at all? I do have to work within AirForAndroid AS3 so I guess possibilities are limited. Any clues where I can look? Any listeners to set, or is there a way to maybe "force" the app to reinitialize or refresh the display? Or to listen for the system alarm? Help would be much appreciated. Thanks in advance!
I am trying to overcome the same issue, I read somewhere that setting the stage quality to something else on both the activate and deactivate events might solve the issue.
So just set your stage quality to medium or whatever different in the deactivate and set it back to what it needs to be in the activate.
This should make AIR snap out of that black screen for the alarm (I hope)
An app of mine is with this fix is currently undergoing testing on the Samsung App Store.
I hope it fixes it.
Good news, the dirty fix of toggling the stage quality seems to have worked for Samsung, it has not shown up in their latest certification report of my app.
by the way, this is not for a stage3D app, that's different
It's for a GPU app
When the app loses focus on Android (goes into background) it will lose the context, which among other things mean that you lose all the created graphics, cached objects and like.
You didn't specify what kind of app it is. If you're using Stage3D, that means you'll have to recreate all your textures, and if you're on plain old displaylist, you'll have to recreate any bitmaps that were created at runtime, and redraw your screen at least once (so the vector graphics get redrawn too).
Now, if you're using Starling, for example, it can take care of recreating context for you (there's a flag for enabling that), although you'll still have to recreate dynamically created bitmaps.
this is my first post so please correct me if I do any mistake regarding rules :-)
Heres my problem:
I am trying to set a fixed screen rotation for all Apps on an Android device
(not just my App). I searched a lot but found only solutions for single Apps.
I had the following Ideas:
1) Use the API ==> seems not possible
2) Change accelerometer values ==> seems not possible
3) virtually open a hardware keyboard ==> seems not possible
Turning off autorotation keeps all Apps in portrait mode, but I would like all
Apps to be in landscape mode.
Can anybody help me please?
At least for Android 4.2. (Nexus 7) you can hold device in landscape mode and then disable autorotation. Afterwards all apps work in landscape mode.
At first I thought this was a problem with my app, but it seems to be happening in any app (though interestingly, not the home screen) in the gingerbread emulator.
To replicate my issue, open eclipse and fire up the android emulator for gingerbread (I'm using the "Google APIs - API Level 9" as my target)
So the procedure to duplicate once the emulator loads is
press LCtrl-F11 to shift orientation to landscape, then again to switch to portrait
Result:
In the homescreen:
The view rotates to landscape, and then back to portrait, as expected
In any app (i've tried browser, calculator, maps, and the app i'm currently working on):
the view rotates to landscape, and then nothing, it stays in landscape even the emulator is displaying the phone in landscape mode (see below)
Has anyone else had this issue, or have I installed the emulator in some incorrect way - this hasn't been an issue with any of the previous emulators
This is a bug with the Android emulator running 2.3.x. Bug is already acknowledged here
Actually, I have run into that problem occasionally before, though it does seem to get progressively worse with each passing tools release. There is nothing wrong with your installation or how you are using the program, AFAIK. You might try using Ctrl-F12 to switch back rather than Ctrl-F11 and see if that improves matters. I think the problem may stem from the emulator trying to emulate four-way orientation, but that is just a guess.
I just got stuck with the same problem in my own application. The app always stays in lanscape mode after using the camera. The only workaround I found is to click on the home button (emulator changes to portrait mode) and then click again on my application to get back to it also in portrait mode.
Did anybody report that bug already?
(Gingerbread emulator, Eclipse 3.5.x, Android Development Tools 8.0.1.v201012062107-82219)