Using Project Tango Unity example projects - android

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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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:
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I found this question on different forums but they didn't helped me to find solution of my issue. I had port unity(5.4) game on my android device (OS 4.4). When i opened the game it crashed after displaying unity's default splash screen. I wonder, it was working fine on unity's editor but didn't worked well on device.
Here is the logcat file link. Please let me know if i can provide any additional information that may help to track the issue. Many thanks.
Regards,
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90% it's native plugins. Try to remove all your native android plugins. You can find them under Plugins/Android folder. You also need to remove all links or scripts that uses those plugins. Don't forget to make a back up. If your app won't crash, replace them with some others or connect with plugin development support.
I found the solution. I followed following steps.
Solution
Go to 'Player Settings' -> 'Other Settings'. Uncheck Auto
Graphic Api. Remove 'OpenGLES2' from list.
Test your game on better android device. In my case i tested on Samsung Glaxy S5.
If solution doesn't work
Remove all objects from scene. Port the project and test, if that
works, it means you need to remove unnecessary objects from scene
that need a lot of render power to load on mobile device.
Make sure your Android SDK is uptodated a long with JDK.
Just make sure Virtual Reality support is unchecked

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Visual Studio 2015, Update 3.
Create a blank solution. Choose Add New Project -> Visual F# -> Android.
Create either a Blank App (Android) or a Unit Test App (Android).
The app is created successfully.
Right click on References, and choose "Add Reference". The following dialog box pops up:
Note that when you look at the Project Properties, there are two "Application" tabs. The second one generates an error:
Once the project has been unloaded, it can no longer be reloaded. The resulting error message is:
I have reported this on the Xamarin Forums, but the process is slow. I'd like to find a workaround, but I'm fumbling in the dark. Once I've unloaded the fsproj file, I can't find any mention of "frameworkName", and I can't reload it either.
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I believe I have a fix for this issue :)
Xamarin expects F# 3.x to be present, which at this point must be manually added. You should be able to download F# 3.x here
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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:
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Does the material of the sword have the standart shader?
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Since the sword has a rigidbody, have you enabled gravity and somehow disabled collision and its falling through the ground?
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Problem solved. I upgraded from Unity 5.3.2 to 5.3.4, re-built the project and everything works like a charm now.
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I can't comment beneath yours because of my level, but you can help Eclipse run faster by giving it more memory. Doing this speeds things up quite a bit.
As far as installations go, maybe try Google's packaged version of Eclipse + Android SDK. The whole package is available here. It's already preconfigured to work and provides eclipse with ADT installed by default. Of course, if you already have an existing Eclipse you want to modify this won't help you too much. But if you're new to Eclipse it's a good way to get started with Android development.

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