I have a really strange problem that I can't find the solution for. I am new to Unity and only had about a week experience with Vuforia. My problem is that I have a target which I am overlaying with a 3D object and then I compile to Android. My phone is a Galaxy S7. When I come up close and the target is detected everything is fine however as soon as I start backing out the material slowly disappears off of the game object. This only happens on my phone. I tested with 4 other phones (ZTE Blade, Pixel 1 & 2, HTC ONE) on which it works perfectly fine.
Has anyone experienced this before?
Images:
Close-up:
Initial state, close up
Starting to back out:
Material starts to disappear, seems like an invisible sphere around it
Material disappeared off of the object:
Material is gone
Related
Do you have any idea what could be the possible causes for the next app strange behavior on Android 13?
Recently (6th January 2023) I published my android game, Focus Pocus, on Google Play. Game link: https://play.google.com/store/apps/details?id=com.JarekApps.FocusPocus
It works as expected on Android versions older than Android 13. It used to work ok also on Android 13, but after last Android 13 software update, android draws a thin white horizontal line at the top of the screen, over my game. It is like a line under the Android notification bar (exactly under the front camera of my Samsung Galaxy A53).
Basically, the game has the portrait screen divided in two: the top half is a canvas and the bottom half is a table arrangement with buttons.
In android 13, the canvas part doesn't work well...if I hold the finger on the image sprite in the canvas (the floating number) while i click the same number on the keyboard, it doesn't work or the sprite is "jumpping" to another position and i lose a life in the game (it should not have this behavior).
The strange thing is that if i restart my phone, THE FIRST TIME when i play the game after the phone restart, it works as expected, but, after i close the game and reopen it, Android 13 makes the changes with the line and the canvas/touch bugs appear.
My game targets API 31
I tested it on another phone with Android 13 (samsung galaxy A51) and it has the same problem.
Thanks in advance for your suggestions.
The screen in my Android phone is cut in half diagonally.
(Click image to enlarge)
I'm using Unity 3D game engine. After building it and installing it in my phone which is running Android Lollipop, the screen of the game I created is cut in half diagonally. I tried to install it in another phone running Android Jelly Bean, and it works properly.
I've searched many forums already. I hope someone can help me.
It is a Z position problem. you can either move all objects to -1(or less), or you can move the Quad(if that what you are using, to 1 (or greater), that will fix it
I've made a game that uses OpenGL 1.0 on Android. It works fine on my Android 2.3 phone but displays a black screen on my nexus 7 (now Android 4.4). The music and sound seem to be working fine just the display is black. I'm wondering what the possible issues could be. This is hard to debug because there are no error messages that I can see. Any suggestions on how to debug this?
Maybe too old question. But I met same issue on Nexus 7 first generation.
I rescaled all textures to size power of 2 like 128x128, 256x256, 512x512 etc. and problem got solved.
I have an OpenGL ES 2 app running on Android. I have tested on a few devices:
Samsung Galaxy S2
LG Optimus G
HTC One X
Kindle Fire
Kindle Fire HD
And the app runs as expected. However, there is a lingering issue on my Samsung Galaxy S3. In my demo, I render a bunch of spheres. I can also pan the camera around by touching and dragging my finger on the screen.
What I notice is "ghosting" when I move the camera. It's difficult to describe, but I can see the previous outlines of the sphere as I move the camera. And, I can continue to see the previous outlines as the camera moves. I don't see all the previous outlines -- only the last few (it's difficult to quantify things here). And, I only see the outlines within the sphere -- as far as I can tell, the previous outlines cease to exist outside of the sphere.
However, once the camera stops, the outlines catch up and disappear within ~1s. Simply put, when things are stationary, everything renders correctly.
I recently had some texturing issues (related to mipmapping) and I solved them the other day. The problem and solution are outlined here:
Black Artifacts on Android in OpenGL ES 2
Could my texturing fix be related to this? I realize that I'm leaving out A LOT of details, but I'm wondering if the symptoms are enough to go on? Any ideas?
Thanks.
Additional details:
The ghosting does not show up when taking a screenshot using the NDK.
A photo of the problem:
A temporary solution is on your phone, under Developer options, check the box to "Disable hardware overlays."
I'm not yet sure if there's a way to force this behavior when running your app.
Hi have a problem running my software on the samsung galaxy tab.
Sometimes (but not always!) areas that are rendered transparent look garbled. I have attached an image showing a screen capture done on the device, which looks perfect for a strange reason, and a photo that shows the garbled half transpaent black box.
Has somebody an explanation for this effect or can somebody point me in a direction - I really don't know where I should start searching since the same software runs flawless on a galaxy s2 and on all IOS devices.
Perhaps somebody here has seen somthing similar and knows reasons that might lead to artifacts like these.
screenshot vs photo http://www.applab.at/img/garbage_samsung_tab7.png
The problem seems to be the device itself.
Sometimes if you turn the device on, you see a garbled screen befoer the samsung logo appears. Then this effect shows whenever running the software.
If the device boots without a garbled screen, everything is fine.