can someone say the difference beetween developing an app with the vuforia sdk in eclipse or android studio vs developing in unity with the vuforia extension?
In terms of performance, app size, and etc...
Edit: I'm doing an app in Unity3D, that uses a lot of 3d resources an high resolution images, but the size of my app is growing a lot, that's why I want to know if there's a notable difference between developing in android studio or Unity3D, so I can migrate my project to Android studio.
NOTE: All my content needs to be packed inside the app, I cannot use a server to send the resources, because the app needs to work in an environment with no internet connection.
late but, may help you
Yes there are multiple SDKs for Vuforia like androidSDK and UnitySDK
Since Unity is a CrossPlatform Development Game Engine, We can Generate android project after completing project in Unity.
Advantages of UnitySDK over androidSDK
Since Unity is GameEngine, we can create rich 3D Environments with better UI.
Easy handling of large graphics
Advantages of androidSDK over UnitySDK
Since you are creating a android app with AR, with android SDK you can create app which is compatible to all the screens , we can apply lots of apis directly into vuforia player
Disadvantages of Both
Unity:
Apps created with unity created in native android , so we need to know NDK development if you want to use unity vuforia player efficiently
Android
not possible to handle rich 3D environments
So I Suggest you better go with Unity and then integrate it in android studio
Related
I am building an app that can host multiple games. The games will be made in Unity3D. For the app, I was torn between Unity3D and Android Studio. I am thinking of using Android Studio.
Can the desired task be done in Android Studio? Later on I also want to be able to load new games into the app from a Web Server, that's why I'm going with Android Studio
Although it is possible to export from Unity into an Android library, you can only have one instance of the UnityPlayer at a time. And it is not possible to restart that instance once you quit it. But I never tried to have multiple Unity projects in one Android Project, so it might still be kind of possible
Unity introduced native library support in 2019.3 (still in beta). Perhaps this will develop in your favour, but your requirements are a bit exotic.
Another approach could be to develop all games in one Unity-Project and then export scenes of a single game as AssetBundles. That would eliminate the need to handle multiple Unity-Projects but has downsides on his own.
I Wanted To Develop A Augmented Reality Android Application.That can Be like a Dressing Room App.Anyone can Try for Any dresses Stored in our E-commerce Site The can take an order for Purchased any dresses.
I need some help ..What technique i can use. Which SDK can be better for such type AR application .Which tools can be used(Android Studio or Unity).
You can use Unity very easily. you'll need to download the package 'Vuforia' for using AR with Unity. Read up on Vuforia's documentation pages. For android applications, you can download Android's SDK for AR, and for apple use the Apple ARKit.
I am using Android Studio to build a Android vr app with Google DayDream android vr sdk.
I would like my users to be able to interact with the vr environment with their controllers that come with the vr headset.
But when I looked at the official documentation, I noticed that the controller support seems to be available only for Unity and Unreal. So I am wondering if I am still able to display a controller 3D model and its laser visualization with only the Android sdk.
Link to controller support info for Unity and Unreal
If not, is it recommended that I use Unity for my Android vr app development.
I would recommend using the C++ version of the of the arm model that is included as part of Unreal. The arm model has no dependencies on Unreal code, so you should be able to integrate it into your app. If you are currently writing a java only app, this would require you to use the android NDK. Alternatively, you could look at porting the code to Java.
The arm model will only give you the position/orientation for the controller. If you do this, you will still need to render the controller and laser yourself in your application. You can pull the art assets from Unreal or Unity to do this.
Daydream development in Unity is fully supported, but you'll have to decide for yourself what is the best platform to use for your needs based on what type of development environment you prefer.
I'm using LibGDX for the game engine so I need to know, If I'm creating a game for android, do I need the Android SDK AND LibGDX, or just LibGDX?
Edit: I'm probably going to be using Eclipse or Netbeans
You cannot create APK file without Android SDK, so you will need to have both.
Have not seen this one asked before and I am a pretty big novice to mobile game development. The team I work with would prefer to avoid Eclipse if at all possible, but our app requires advanced features such as integration with Facebook and Youtube and making calls to remote database servers. Can Unity support this without need for Eclipse or Netbeans?
Can't think of anything that would stop you from building your application without Eclipse or Netbeans, android sdk comes with a full set of tools for building applications, you'll just have to take care of building scripts yourself.
Facebook has unity plugin you can download it from here. I have used it once it's simple really. I don't have any idea about youtube but form making calls to server you can use Unity's WWW class.