I have an SBH50 from Sony this one, http://www.sonymobile.com/global-en/products/accessories/stereo-bluetooth-headset-sbh50/, (not the MW1).
I've been wasting time trying to make work the sample control app which sony provides in the Add On SDK.
I was able to run the notification API example, it creates a new item in the 'Events list'. But I cant do the same with the Control API.
Btw, I cant either debug the app. I mean, I put a breakpoint in the same point a log is made, and the log IS made, but the debug does not stops there.
I just want to capture a key event.
The Control API isn't supported on the SBH50, only the Notification API as you have noted above.
In order to debug try running your extension in debug mode, then in DDMS select the running task and press the debug button. Then it should stop at your breakpoints.
It seems Sony has just released new add-on API to control the SBH50 as well. Please refer to link below:
http://developer.sonymobile.com/2013/11/12/sony-add-on-sdk-updated-adds-support-for-stereo-bluetooth-headset-sbh50-and-smart-bluetooth-handset-sbh52/
Related
When trying to set up hand tracking following the hand tracking-documentation unity just shuts down when pressing play without any crashlog/warning. Here are the steps that I have done up until the crash to reproduce my problem:
Creating completely new scene.
Importing the Oculus Integration from asset store.
Switching platform to Android.
Add OVRCameraRig to hierachy.
Change OVRCameraRig's Hand tracking support to "Controllers & Hands" on OVR Manager-script.
Up to step 5 I can press play whenever and it starts as usual. But when doing the next step it crashes everytime.
Add "OVRHandPrefab" to OVRCameraRig > TrackingSpace > LeftHandAnchor/RightHandAnchor.
Has anyone experienced a similar problem to this?
Thanks in advance!
EDIT: Unity does not crash when removing Link cable from laptop. So has certainly something to do with link.
Have you tried enabling hand tracking in your Quest Headset (while unplugged)?
Its in Settings -> Experiments -> Enable Hand Tracking
I also have 'Auto detect hands or controllers' enabled. To see your hands, the new OVRCustomHandPrefab does the trick.
[Edit]
Also the headset seems to cause crashes after its been sitting on the desk connected to Link for more than a few minutes. Unplugging and reconnecting will refresh it.
I don't know if you were able to solve this issue or not, but for any other person who is facing a similar issue, here is how I solved it:
When you add OVRHandPrefab to LeftHandAnchor and RightHandAnchor, set the gameobject to false in the inspector.
Then in your script, check if handtracking is enabled by running this code in Update() OVRPlugin.GetHandTrackingEnabled()
Set both the OVRHandPrefab to true only when OVRPlugin.GetHandTrackingEnabled() returns true, something like this:
if (OVRPlugin.GetHandTrackingEnabled())
{
ovrHandPrefabLeft.SetActive(true);
ovrHandPrefabRight.SetActive(true);
}
else
{
ovrHandPrefabLeft.SetActive(false);
ovrHandPrefabRight.SetActive(false);
}
This should avoid Unity from crashing.
I tried really really hard (scanning/trying sample code, reading docs …) but, haven’t been able to figure out how swap out BIND_LISTENER for the new-and-improved CapabilityApi/CapabilityClient scheme.
I recently got a Ticwatch E (from kickstarter) & its running AW 2.0. I came to AW from a Garmin FR-230 & before that, a Pebble smartwatch. I developed similar watchfaces on the Garmin + Pebble platform & one function I included in both, was to vibrate when Bluetooth connectivity breaks (so basically, I don’t leave my mobile phone at home).
I ported my watchface to AW and it works fine w/ BIND_LISTENER in the manifest pointing to my WearableListenerService class - i.e. see logs & pop-up notification. However, I get errors when I try to publish to google playstore `cause BIND_LISTENER is deprecated.
I tried changing the intent-filter to CAPABILITY_CHANGED (I was hoping it was as simple as that). I tried adding onCapabilityChanged() to this WearableListenerService – nothing/no log events.
The links below are to my watchface & the “working” source code on GitHub (w/ BIND_LISTENER). Check-out the manifest + the listener class.
Most of the examples I’ve seen are for activities or for passing data around between wear + mobile – I just want an alert when connectivity changes. A connectivity icon pops up on my watch when BT is gone so, it’s gotta be possible to get an alert.
Newbie Android Wear developer & struggling with the documentation. Appreciate an explicit example, if possible.
https://android-developers.googleblog.com/2016/04/deprecation-of-bindlistener.html
https://play.google.com/store/apps/details?id=com.antonio_asaro.www.marvin_watchface
https://github.com/antonioasaro/Android-Marvin_Watchface
Thanks,
--Antonio
In Android Studio I connected my device and I can see the outputs of every single running application but i want to see the logs form only one application, I went to the filter and put in "anrdoid.kik" which is was the process is called but no logs showed up. I then went to the search bar and wrote the same thing, some logs showed up but it wasn't live no other logs were being shown live. I checked the name of the process by enabling "show processes " in my developer menu on my android but so far nothing seems to work any solutions? Using the search bar to filter by kik works but i also wish to check the network logs too and I dont think using only the keyword kik doesn't exactly work.
When you open Android Device Monitor, on the side with Saved Filtersyou click on + and add your application by Application Name. Also note that applications in release version (applications downloaded from play store) will not show up, because they don't have debugging messages allowed - not even in alpha release.
Just tested my app on new Android 5.0 and found that it have some bug in switching ringer mode via Audio Manager. After set RINGER_MODE_SILENT it comes to "Allow only priority interruptions" mode and it's ok, it's how described in what's new document. But after set RINGER_MODE_NORMAL phone doesn't come back to "Always interrupt" and this is not expected behavior. User can miss the call because of it.
Does someone find solution/work around this problem? How can I turn off this filtration mode?
Update
Found this code in Android src. This settings is Global.ZEN_MODE. And code that should change it on set NORMAL_MODE looks like correct, but it doesn't work in Emulator and Nexus ROM. Had try to set via Settings.Global.putInt, but got error about permissions. Have no idea how to fix it =(
Made bug report: https://code.google.com/p/android/issues/detail?id=78158&thanks=78158&ts=1414182304
And in preview tracker https://code.google.com/p/android-developer-preview/issues/detail?id=1780&thanks=1780&ts=1414218141
Just found some work around. We can use NotificationListenerService.requestInterruptionFilter to change filtration mode. It works, but you have to add your service in "Notification access" list (it's in Sound & notification settings), otherwise you will have no permissions.
I would like to know how to disable the logging that happens as a result of the Android O/S API and not my payment app itself.
http://code.google.com/p/seek-for-android/
I have no control over it as its dependent on the O/S itself and it writes to logcat file.
Any advise highly appreciated.
I would like to know how to disable the logging that happens as a result of the Android O/S API and not my payment app itself.
That would require modifications to the firmware itself. Other applications, including those that are part of the firmware, are welcome to log whatever they want to LogCat. Your "payment app" has no rights to affect what information other applications log. Hence, the only way to "disable the logging" would be to disable LogCat entirely, and no SDK application can do that.