I currently have a simple Vuforia and Unity project for android where I have a postcard as a target, and then you can cycle through a set of pictures while you are looking at the target by swiping left and right on the screen. However when I run the demo on my android phone(Samsung Galaxy S6 Edge), the demo divides the screen into two separate triangles where one is completely black, and the other triangle changes color based on where the camera for the phone is facing. I've attached a still image of the problem where it shows white for one triangle, black for the other, and my image target is the postcard placed on the table broken demo image.
Any help would be greatly appreciated, this error has been going on for some time. If I need to post anything else please feel free to let me know.
Thanks!
we faced this problem too. Here is the solution-
Go to Build Settings > player Settings , On the right hand side a window will change, go to Other Settings and Auto Graphics API untick, and Open GLES3 remove it by pressing negative sign
Hope it works
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I’m quite a newbie around here so this kinda feel like I’m learning sanscrit. Thrilling and overwhelming at the same time.
Anyway, the thing is I'm using wordpress at my laptop and I'm sttrugling at keeping my pics at the size expected when I switch to android. They look totally fine on the laptop preview for the phone, but on the real world they're basically turning into a thumbnail. I attach a picture of expectation versus reality
I apologize in advance because I suspect this is part of the ABC of programming; I don't even know if I should be uploading my pics with a particular size. I promise I'm training to become a proper padawan, and 'll appreciate any feedback.
Thank you so much for your time, and have a great day!
If you are starting with Wordpress, best thing to do is to work with themes supported by Elementor & one that allows you to modify the design for desktop, tablet, & mobile versions separately.
-Select 'Edit with Elementor'
-select the section with these six pictures. in the '#Edit Section' box at the right, you will see three options- layout/content, style, advanced.
-Select 'Advanced' and scroll down till the bottom section.
-Select the 3rd last option, 'Responsive'. From here you can hide the mentioned section for mobile.
It would look something like the attached picture
DO BEAR IN MIND THAT I HAVE ADDED SAME BUTTON TWICE - the button at the left is visible to site visitors using desktop/tablet. At the right part, you can see same button blurred. That's 'cause I hid it from Desktop & Tab.
Similarly, you too have to add section with pictures again to show in mobile only.
For that, find and click on Responsive icon & select Mobile.
Decorate the section just the way you want and do not forget to hide it from PC & Tab.
i'm pretty new to PhoneGap.
For my first project I designed a website with Adobe Muse and built it into an APK with a normal, empty PhoneGap-Project.
It works very well, but when I rotate my Device (it is a tablet and the app is only meant to run on a tablet with Android 5.0) I experience strange problems with my web page "zooming" out of display on the right and the bottom.
And every time I rotate it back and forth, it zooms one step more out of the viewport.
Pic 1
Pic 2
Pic 3
Does someone know this problem - or even better - a solution?
Will be very thankful for every hint!
Edit:
I used PhoneGap-Build.
No plugins or something were used.
I have slider widgets (the ones from Muse) on the pages where the error occurs.
I've been working on a project with ARToolkit for Unity. I built it to Android APK. I then installed it to my Xiaomi device. When I run the app, it does the following :
It pops out a small square camera on the upper left corner
It shows unity animation text as usual
It then goes black forever
I've already set the permission for the app to access the phone's camera. How can I solve this matter?
Do I have to do something to get the phone's camera working? I am newbie by the way so don't go harsh on me.
Notes : I've tried to build another scene without ARToolkit to Android APK. It worked just fine and no black screen.
Sorry if my english isn't that good. Any help would be greatly appreciated, thanks before.
Just a guess... ARToolkit for Android on startup attempts to contact a web-server on the Internet to download camera parameters. I've noticed if your phone does not have Internet access, you'll see a black screen for quite a while (at least 30 seconds I've seen) until the HTTP request times out. You can see this if you run Android Studio studio and view the logs for your app. Unfortunately at the moment there appears to be no switch to turn this off. See:
http://artoolkit.org/community/forums/viewtopic.php?f=26&t=9441
I'm working on a school project and we are building a game for Google Cardboard using Unity 5. I have all the drivers, SDK, and JDK files I need and I can play the game in editor and it will appear on my phone via the Unity Remote 4 app. It has terrible fps (less than 10, I'd guess) but that's not even my question.
I tried publishing the project and moving it to my phone to see if that would help with frame rate. Instead, I got a blue screen. Blue like an empty unity scene. I can still see the cardboard outline interface so I know that objects are still in the scene but I can't see anything.
I don't know if this can help you (without any further information) but you could try these options
turn off Cardboard.SDK.nativeDistortionCorrection: to make Unity draw directly to the screen.
Edit Cardboard.CreateStereoScreen() and change the settings.
ORIGINAL POST: First answer by user "smd"
Go to File > Build Settings, select Android as the platform.
Click Player Settings, Under Resolution and Presentation, change default orientation to Landscape Left.
Make sure split application binary is unselected under publishing settings
I had a problem with a blue screen on Android devices which sounds similar to this one. From what I found out it may happen that some Start() callbacks are not called correctly on Android in the startup scene. If nothing happens but the camera is active it only renders a blue background screen. This happens only very sporadically.
There are two things you can try:
Create an "empty" startup scene which only loads your actual scene.
Use not only Start() but also OnEnable() for backup.
If you are interested in the complete story have a look at my blog entry.
Make sure you hit "Add Open Scenes" in Build Settings such that all you scenes are added to the build. This was the solution for my case.
I have resolved my issue for Google cardboard by these steps.
Edit -> Project settings -> Player -> Other settings -> Graphics APi
And remove Vulkan from the list by clicking - at the right bottom of the box.
Any idea on how the old android lock screen was designed. The one that existed in 2.2, 2.3 etc. You can slide the left image to to the right to unlock it. Similarly, you can slide the right image to the left to take a photo.
Any idea how this was developed?
I am assuming that an onTouchListener was implemented on two images which moves according to your touch. However, How do you end up positioning the images and so on. Anyone worked on a project like this before?
On my device it was "right to left" to toggle silent- You might have a phone with non-stock Android, in which case the OEM could have customized their own lock screen.
That said, Android is open source, so you can look at the lock screen source code and see how they implemented it :)