I've followed the steps here to install the HelloAR example scene onto my Samsung Galaxy S8+ (Model number: SM-G955F) using Unity 2018.1.
However when I start the app I see this:
I didn't receive a notification to give the app permission to use the camera initially, but I allowed it manually and restarted the app, to no effect.
What can I do to fix this?
I solved this problem by unticking the Scenes/SampleScene which is ticked in build settings.
Seems like it was a problem with the version of the SDK I was using. I managed to fix the issue by downloading the latest files from the official repo, and replacing the existing files in my Unity project.
Related
I downloaded an example of an Android project from this website:
https://draeger-it.blog/android-app-programmierung-bluetooth-low-energy-connection-ble/?cn-reloaded=1
...and adjusted the code as mentioned in the comments. I was very happy to see it working on my Samsung Tab S7.
Afterward, I created my own Android Project and just copied the code from the following three documents:
AndroidManifest.xml
MainActivity.java
activity_main.xml
Unfortunately, it is not working when using a new Project structure. One obvious difference is that every time I open the "original" / working project, the user is asked to grant permission for the device location. Using my own project, it seems like the user is only asked when running the App for the first time.
Any ideas what else needs to be changed in the project, to get that working?
Thank you!
You have one more file that you should check, and that is the build.gradle file. You might not be using the same android API.
I found this question on different forums but they didn't helped me to find solution of my issue. I had port unity(5.4) game on my android device (OS 4.4). When i opened the game it crashed after displaying unity's default splash screen. I wonder, it was working fine on unity's editor but didn't worked well on device.
Here is the logcat file link. Please let me know if i can provide any additional information that may help to track the issue. Many thanks.
Regards,
Ali
90% it's native plugins. Try to remove all your native android plugins. You can find them under Plugins/Android folder. You also need to remove all links or scripts that uses those plugins. Don't forget to make a back up. If your app won't crash, replace them with some others or connect with plugin development support.
I found the solution. I followed following steps.
Solution
Go to 'Player Settings' -> 'Other Settings'. Uncheck Auto
Graphic Api. Remove 'OpenGLES2' from list.
Test your game on better android device. In my case i tested on Samsung Glaxy S5.
If solution doesn't work
Remove all objects from scene. Port the project and test, if that
works, it means you need to remove unnecessary objects from scene
that need a lot of render power to load on mobile device.
Make sure your Android SDK is uptodated a long with JDK.
Just make sure Virtual Reality support is unchecked
I'm creating an Android app in Visual Studio. When I create the aligned APK to side load on my device (from the Tools -> Android -> Publish Android App), it installs and runs, but doesn't seem to have the very latest changes. The series of events I've experienced is as follows:
Installed a version of the app on my device
Updated a color on the login page and set the application theme (among other things)
Re-installed the app
Saw the new theme but not the new color on the login page
Made a random text change on the login page as a test
Re-installed the app
Saw the color change but not the random text change?!
Any suggestions on what I might be doing wrong?
I have experienced similar issues, my go to for fixing this issue has been the following
Clean all projects.
Build all projects (especially the project containing the xcml files).
Delete (remove application) from the device.
If for some reason this doesn't solve the problem, typically a full restart of Xamarin Studio or Visual Studio does.
I have a similar weird problem where old code from only a single project doesn't get updated. All other projects do get updated/deployed. It only happens on a single emulator, only in Debug mode, and only for that one project.
Cleaning+rebuilding the entire solution did not work. However, telling VS to rebuild the individual project does.
Why doesn't rebuilding the solution rebuild the project? I have no freakin' clue, but I can consistently reproduce this issue and workaround.
In my case, I had a similar problem with connected device, and no one proposed solution like Clean\Rebuild\Restart\Reinstall\etc could help me.
At the same time on the AVD everything worked perfectly, latest code deployed ok.
I found that asked issue depended on selected settings in the [USB Developer] section on the connected device (mine was Xiaomi smartphone). Because some vendors provide us with too many security settings...
What I found, you have to turn on both USB Debugging & USB debugging (Security settings), and turn off MIUI Optimization (it's true for Xiaomi vendor, but you can check your device for similar options). Hope this helps.
I have thoroughly searched on the web but I couldn't find anyone with my same problem.
I'm working on a 3D game for Android using Unity. Everything works fine within the editor and on the Unity Remote app, but when I build the project, install it on my smartphone and start it... I can't see a game object.
A screen of the project:
As you can see, the sword is active and visible in the editor, but once I start the actual build I get this:
I can't understand what's wrong, could someone kindly help me? Many thanks.
Does the material of the sword have the standart shader?
If so try one of the mobile ones.
Another idea would be to upgrade to one of the newer p versions of Unity.
Since the sword has a rigidbody, have you enabled gravity and somehow disabled collision and its falling through the ground?
Other than that, it could be a shader problem.
Problem solved. I upgraded from Unity 5.3.2 to 5.3.4, re-built the project and everything works like a charm now.
Sometimes Unity can be... strange.
I have tried to use the Project Tango unity examples found here; https://github.com/googlesamples/tango-examples-unity with no success.
I have never used Unity before, and have successfully completed the Codelab: Motion Tracking example fromt he developer resources: https://developers.google.com/project-tango/apis/unity/unity-codelab-motion-tracking.
I downloaded the example files mentioned at the top, open one of the projects (tried several, all have the same problem). Once the project is open, I open the scene that come with it, I go to Build Settings, change platform to Android, change the Bundle Identifier and set the Minimum API Level to Jelly Bean 17 and finally click "Build and Run".
Now it starts to build the project, everything goes fine and the Unity logo shows up on the Tango. And that's it, the Unity logo shows up, no error messages on the computer, but nothing more happens. The program stalls at the Unity logo.
Am I missing some crucial step to get the example projects to actually run?
Thanks in advance!
The example code is Unity 5 based project, so please use the 5.x version of Unity to open it. If you use Unity 4.x version, the scene won't be opened up properly.
However, the code lab is based on Unity 4.6 and it is independent from our sample code. I understand this is a little bit confusing now, we are working on make sure the version are unified.
In short, I would suggest you open our example code with Unity 5.x version. You will be able to run it without a problem.
It was blank empty scene build. thats why after the unity logo it didn't load any scene or do anything.
You need to go to Unity Build Setting and drag and drop all the scenes from the examples folder in it.
Once you have all the scenes. Make sure that AreaDescriptionManagement is on the top of the list.
That is the only step missing from you.
Now, build and run. Everything should be fine.