I am developing using Unity5.3.5f1 (64 Bit) and have a problem with a black screen on my Nexus 7 Android version 4.4.3 every time I try to launch the app.
I try to implement the Vuforia Object Recognition Unity Sample (https://developer.vuforia.com/library//articles/Training/Vuforia-Object-Recognition-Unity-Sample-Guide) so it should work while I followed the instructions.
I didn't modify the code, just followed the instructions to add the 3D target.
I followed the hints of the developer forum to set the player settings for building https://developer.vuforia.com/forum/issues-and-bugs/camera-not-working-when-app-installed-mobile but nothing changed the situation:
Setting Rendering Path to "Legacy Deffer"
changing the Minimum API Level to Android 4.2
enable "GPU skinning"
set graphics APIs to "OpenGLES2"
I have noticed a lot of problems between unity and mobile devices when building. There seems to be some residual meta data left on the device from unity so not all changes end up working properly (which holds the information of what objects the script is attached to). I had an instance where I deleted EVERYTHING in my scene and I had a debug script attached to some of those items that would output some text to the Xcode console in the scripts start() method. After cleaning out the entire scene and redeploying that debug script was sill outputting to the console. I deleted the .meta file associated with that script and redeployed. This deletion stopped the file from running. I have noticed that restarting the device can also fix this issue. Also deleting the meta, deploying, then undoing the delete and running again also fixes some of these issues. You will NOT notice this problem when developing in unity and breakpoints will never be hit, but it will still happen on the mobile device and even run scripts that you completely disabled.
Related
So, my game in the windows build works perfectly but it freezes in my android build when my gamescene is finally loaded. It's a network game so I can see my android player moving, it's just that the screen it's permanently frozen. I have no errors in console and in one of my build I managed to get this: not sure if it helps, not sure what to do
enter image description here
Use Vulkan API for Android - instead of GLES: https://docs.unity3d.com/Manual/GraphicsAPIs.html
I'm trying to run through the instructions or the basic demo here: https://learn.microsoft.com/en-us/azure/spatial-anchors/quickstarts/get-started-unity-android Everything seems to go fine however when running the app on my Galaxy S8+, the script seems to go no further than displaying the message 'Tap a surface to add the Local Anchor' with a Next Step button below. No amount of tapping gets me further.
The camera is working.
I'm using Unity 2018.3.11f1
ARCore 1.50 as indicated in the instructions.
I've also tried exporting and building in Android studio and deploying and still nothing. I did make sure I had ARCore Supported selected in the Player Settings --> XR Settings
Anyone else encounter this?
I've built an html5-video webpage that uses video-js and its chromecast-plugin. When I use the resulting cast button on video-js player's control-bar, when running on Chrome-browser on Android, it fails to completely transfer over to the TV's screen. The failing symptom is that only a large blue cast-icon is visible in the center of the TV screen. It fails on Android, each and every time I try it. (My Android is version 7.1.1, on a Google Nexus-9 tablet.)
And when it fails to completely cast over to the TV, the cast-icon-button on the video-js control-bar turns red, which I assume means that the chromecast-plugin 'knows' that it failed. (The videojs-chromecast-plugin is version 2.0.8)
My chromecast device is a 2nd-generation chromecast-dongle from Google.
[ From a PC-platform, the video-js chromecast-plugin's cast-button works perfectly every time. That PC-platform is Windows-10, using the newest version of Chrome browser (Version 63.0.3239.132 (Official Build) (64-bit)) ]
So, could someone with Android and a chromecast device please test my
webpage and report whether it works or whether they too fail with a large
blue cast-icon image in center of their TV-screen.
(Note: I've googled for symptom of the blue cast-icon in center of TV, and
find various reports of this exact symptom, on various platforms. But
none of those problem posts ever end with a solution, so I've concluded
that this is a known open issue.)
My webpage that is failing is located here:
https://weasel.firmfriends.us/HTMLVideoFromCloud/
[ You can see the page's html and javascript via "view page source"
in the browser (right-click anywhere on the page, outside of the
video-js viewer) ]
(EDIT#1) Ok, some extra clarification: The problem casting from Android happens ONLY when I use the cast-button at right-end of videojs-viewer's control bar.
But, I have found an alternative cast-button on Android, that CAN successfully cast my page to the TV. I don't recall exactly what I did to get this extra button to start appearing, but it will appear for a few seconds in the upper-left client-area of the video-js player window rendering my webpage. This 'workaround' doesn't completely solve my issue, because the goal is to get videojs-chromecast-plugin's cast-button to work. Also, other people viewing the page from Android may not know how to get that alternate cast-button.
(EDIT#2) I've tested now from two different tablets...both fail.
(1) Android version 7.1.1, on a Google Nexus-9 tablet
(2) Android version 5.1.1, on a Google Nexus-10 tablet
TIA...
Let me start by saying that i'm new to Xamarin/Cocossharp and game development in general.
I did a very basic game/application starting from the Cocossharp template for Shared application in VS2015. Now my app works well on WP (Emulator & Device) but wont start up on android.
After the emulator laoded this is what i get:
android 4.4 emulator
No Exception has been generated. I only get those errors in the output window, but they don't actually crash the application:
debug output
it looks like the Android version of the app doesn't go further than the class MainActivity.cs, which is generated by the template and should not be necessarily modified. Btw I have the same problem while trying to execute the examples from Xamarin.com
strugling with this issue since two days, help would be very appreciated!
This issue was already answered.
It was only necessary to set GPU emulation to true in Hardware properties of the virtual device.
I'm using the ImpactJS framework for work and I've tried what most of people did to get their games to work but with no luck, most recently I tried following the instructions from this thread: http://impactjs.com/forums/help/cocoonjs/page/1.
It seems whatever I do CocoonJS refuses to launch the Impact framework (I've tried with both a game and with just the framework alone but nothing happens), whenever I launch the game I get a black screen running at about 60 fps.
Again I'm just trying to get the framework itself working but even that seems impossible. Does anyone have any suggestions?
I'm pretty sure you have a javascript error (see console log), or maybe you have debug enabled on ImpactJS (debug requires DOM, not supported by CocoonJS)