I have had problem with target images using EasyAR. I am developing my app on Unity. All ImageTarget's work fine and all target images are correctly recognized by the app when I run it on Unity. However, when I deploy the app to my Android phone, 2 of my target images can't get recognized. I have a total of 4 images in this app to be recognized: 2 photos of people, which work fine on PC and Android, and 2 pictures with white background, which work fine on PC but not on Android. You can see the not working images here.
I have tried resizing and inverting colors for those images, but it did not work. I also tried to set the ImageTarget to use a different image (a picture of myself, in this case) and it worked fine, which means the problem is not in the configuration of the ImageTarget.
So, my question is, do you know if there is any restriction for target images that would explain why my images are working on PC but not on Android? If not, can you guys help me figure out what is wrong with my app? I have been stuck in this problem for a long time!
Thank you very much.
The images are "difficult to detect" maybe (Reco difficulty) so I think, for make things easier you can add some frame around or line at bottom at the image. The reason of difference between could be the quarlity of cameras and/or speed of processor.
Also see Best practice for adding new target image
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I'm working on an app that shows the floor plan of a trade fair. This is a high resolution (3500x4600), but fairly low file size (400kb) PNG image. I have a little component that allows to pan / zoom it.
Now it all works just fine on iOS, but on Android I just cannot get it to work. If I just try to load it in the normal RN (0.56) Image component I get a blank screen. I'm testing on an HTC One M8, which is not exactly brand new, but also not super low end (2 GB Ram). Funnily enough, if I convert it to a 2,6 MB jpg with the same dimensions, it will show up, though the quality is so bad, you cannot read any of the labels.
There are some mostly older github issues on this (like here and here), but none of those solutions (android:largeHeap="true") work for me.
I tried using react-native-svg, but it has the same problem (I guess it eventually gets rasterized?).
I also tried using react-native-fast-image, which uses Glide under the hood instead of Facebook's Fresco, but (you guessed it), it also doesn't work. If I just load the image, it will get downsampled (worse than the jpg). I tried to get Glide to stop doing that (using override), but then I get a blank screen again.
I found this library, which I guess does exactly what I want, but I'd have to wrap it for RN use... which would be quite a bit of work.
Anyone have an idea?
I've written a Unity3D game and installed on Android. The game often, but not always, crashes during an operation to load a collection of image resources used by my game. Specifically the application disappears into the background and when I select it, it then restarts. At the moment I can't figure out what is causing this behaviour, I've examined logcat logs when this happens but I can't find any message telling what has happened.
Has anyone experienced similar behaviour and if so what was the solution? Is there a way of finding out why the game has crashed or increase memory allocated to it in case the game is running out of memory loading the images?
The size of images and the compression rate are configurable in the Unity IDE, and can change between platforms. In Unity 5, as a default the max size for an image is 2048 or 4096, which are not fully supported in all devices. I suggest as a first solution to go to the Unity project, select the image assets, scroll down to the setting box for each image, click on the Android tab, check the box marked "override for Android", and change the max size to 1024.
Apply the change, play test to confirm the image is still sharp enough, and re-build the game. I believe this may help you solve the issue.
I have a webview which opens a page that shows different images like a gallery.
The image is saved locally on an sdcard and is loaded through css with background-image: url(file://...).
This issue seems (not sure though) to be connected to Android's request for resources for some reason. The longer the OS needs resources the bigger the white (or black) band is.
This doesn't happen always in one test session and affects images randomly (in a cycle a certain image displays ok, in the next it doesn't). Also it seems to affect only images, displaying an iframe is always loaded normally.
I wouldn't have a problem if this happened for one second and then it would display normally, the problem is that the image stays like that until the next refresh of the webview.
android's version is 4.4.2. It is a mk808b plus device if any of this helps...
Any ideas on how to solve or somehow decrease the times this happens... anything really... except using imageview, I want to keep all in the webview. Any directions to follow for further debugging are also greatly appreciated.
Thank you for any help you can provide.
If it is possible I would try converting background images to a vectorial format (like SVG). Rendering should be easier and less memory hungry.
I've been playing around with Xcode and Unity for a while, and have made an app in Xcode which has a scrolling background. I want to basically re-create the app in Unity 2d, using the same set of images (if possible). I've imported all of the iPad sized images that I used in Xcode, but have noticed that the quality is a lot poorer when I build using Unity remote.
The image I'm most bothered about is the background, which is a repeating texture that scrolls across the screen. Do I have to mess around with the settings in Unity to get a better image quality? I'm using PNG. Surely the image can't be too small and therefore stretching because I'm using iPad sized images and running the app on Samsung Galaxy S6. Thanks in advance.
Unity Remote stream screenshots to your device, so the quality is not the final.
Maybe you can try to change the settings of UnityRemote.
See
http://docs.unity3d.com/es/current/Manual/UnityRemote4.html
More info/same question:
http://answers.unity3d.com/questions/408896/android-image-quality-is-poor-compared-to-the-qual.html
Find you image in Project tab and select it, then you should see something like this in inspector, experiment with values until you get results you are happy with.
In Android Studio we can both capture and record screen on our devices. When capturing the screen we have the option to directly frame our screenshot in device art or use online tool http://developer.android.com/distribute/tools/promote/device-art.html
When Recording Screen there is no option to frame it in device art and Google don't seem to provide any online option either.
What would be the fastest and easiest way for developers that want to showcase their screen recording in a frame from device art where a new video is created where device art is wrapped around our screen recording.
Give away your best tip. I would love a fast, free online service that solves this and guess there is one out there.
I've spent a substantial amount of time researching, but could also not find a service for it.
I have however written a guide for how to record screen, add device frame and convert to gif, which you can find here:
http://appdictive.dk/blog/how-to/2015/04/20/google_plus_gif/
The short version of it is:
Record screen
Get Device frame picture
Use Photoshop or other video editing software to add the frame as static picture to the video (guide briefly shows how to do this in Photoshop).
Hope this helps others searching for a solution to this as well.
There are very few services I've come across on the web that allow you to simply upload a video within device art frames, especially free platforms. However, if you have video editing software such as Adobe After Effects, you could import images and videos and create this yourself; albeit added cost and time against the earlier option.
Despite the above, I've managed to utilise Google's Device Art Generator page to extract the device frames they offer quite easily. All you need to do is create a solid background colour in Adobe Photoshop (as an example), say bright green, followed by uploading this to the generator. Download the image generated with the device art applied with the solid fill colour and then use the Magic Wand tool in Photoshop and simply delete the solid colour. With this in mind, the next course of action is to simply insert the video using After Effects in the transparent space now available. This is even a bit overkill, as you only need to overlay the video within the screen dimensions of the generated screenshot from Google, yet this gives you an idea of how you could achieve what you want.
I had the same problem and ended up writing an app to do that:
https://play.google.com/store/apps/details?id=de.mobilej.recapp
It works completely on the device - no plugin or desktop version yet. It needs Android 7.0+
I'm the author of the app - so sorry for referring to my own app.