Vuforia VUMark working in Editor but not on device - android

We've recently implemented Vuforia using Vumarkers and are about to purchase a license. We've tested with the 'tuxedo' test Vumarker from Vuforia. Both in the Editor and Android worked just fine.
As a final step in our development process, we've made our own Vumarker using the Illustrator template. Everything works fine, the marker was validated, uploaded to their website and we've generated some test markers. Everything works fine in the Unity Editor.
But when we build our project on any device no markers are detected at all and no errors are thrown. Does anyone else experience this problem? We've tested in all light environments and marker sizes to make sure it's not a camera problem.
We've used the following versions
Unity 2017.3.0f3 Windows 64bit
Vuforia 7.0.36
Android 7.x

If you have indeed successfully created vumark instances and downloaded the dataset, and you are sure nothing is detected and no errors are thrown, and if you are using the exact code from the sample and only replaced the dataset...
Then the first option that comes to mind is - did you load and activate the new dataset associated with the VuMarks?

Related

Particle System not working

So I'm working on a game for Android and iOS, and I wanted to make snow, so I added a particle system and it works fine in the editor, but when I built the game and tested it on Android it doesn't work. Is there a certain build configuration I need to do to make it work on Android, or something like that?
I'm using Unity Version 2017.2.0f3
I updated to version 2017.2.1f1 and all of a sudden it started working. So the problem was in the Unity version.

Unity 2017: Canvas Not Rendering on Build

I've been using unity for quite some time. But I downloaded the latest version 2017.2.1f1 and started a new project. Everything is running fine in the game and scene view. Playing the game in the editor is working fine as well. However, when I build it to my android device (API Level 19). The Canvas and all of the UI elements are not visible. The Render Mode for the Canvas is set to Screen Space Camera and UI Scale is Scale with screen size. I tried looking around but I'm not able to find a fix that works in my case scenario. Any help will be much appreciated.
Please note that I'm working on a 2D game so the environment is set to 2D, if that helps in any way
Let's say you are porting your project from an older version of unity. OR Unity crashed while you were actually building the project. Under these scenarios. Unity might not include all the required shaders and in some cases Classes for some reason. However there is a really easy work-around over this. Just follow the steps as listed:
Close Unity
Browse to the folder/directory of your project.
Delete the Project Settings Folder. (It might delete some editor settings but as far as your project is concerned nothing is going to change.)
Open Unity again and open your Project.
Unity will rebuild the project and the error will be fixed.

Game Object working in scene and game view, but completely invisible in Android build

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.

Google Cardboard Can't Call onNewFrame

I just bought a Google Cardboard Viewer and decided to take a shot at making an app. I have played around with OpenGL and have no problem with the basics of that.
I created a new project following the source from the only sample I could find "Treasure Hunt" linked to from the "Getting Started" for Cardboard.
I can run my own test application and the Treasure Hunt sample application from Google on my Nexus 7 tablet, but I get an error on my phone:
JNI DETECTED ERROR IN APPLICATION: can't call void com.google.vrtoolkit.cardboard.CardboardView$StereoRenderer.onNewFrame(com.google.vrtoolkit.cardboard.HeadTransform) on instance of my.app.cardboardtest.CardboardRenderer
Since I get the same error from the sample from Google, I don't think I need to share any of my code specifically. This is a link to their code:
https://github.com/googlesamples/cardboard-java
I have a T-Mobile Galaxy Note 3 running Android 5.0
Is this the final tipping point for me to upgrade my phone? lol
This seems to be a problem with your build in Android Studio.
Try moving the cardboard.jar file (that contains the vrtoolkit.so binary) to a folder called /lib and point to it.
Upshot is, android cannot find vrtoolkit.so in the delployed apk. The binary is a new addition to the jar, and the docs are older than that.
Or, just stick with Eclipse until Studio is a little more rattled in.
Just a headsup the learning curves around VR development are turbulent like the event horizon of a black hole ...

Using Project Tango Unity example projects

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.

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