I'm trying to make an android application which includes two different projects created and exported from Uniy3d, one is a simple interactive 3d environment while the other is an AR application based on Vuforia's extension. I tried many tutorials in unity Forum and vuforia too but it doesn't seem to work... maybe because it's outdated since you can just export the unity project to eclipse in the last releases.
Do you have any idea on how I can possibly do this ?? Any help would be appreciated...
Unity3D 3.5.7 and blow will generate apk directly, you can try Unity4 and it will generate an android project which can be import into eclipse.
The best thing to do is to create the whole application in Unity3D since it's possible to have a good User interface with it and not divide it into parts....
Related
Does anyone have any practical examples of combining Google's project tango unity plugin with another 3rd party plugin? I've not found any yet.
I am trying to get the Project Tango Unity plugin working with ARToolkit Unity plugin for Android, but I'm extremely new to Android development.
I have tried merging the AndroidManifest.xml for each plugin but this hasn't worked. I'm now looking to incorporate the tango jar files into the ARToolkit UnityARPlayer project, and extend the UnityARPlayer class - except, knowing so little (and have little time), I am quite out of my depth. It would be good if there was a practical example of this being done with another Unity plugin.
Thanks
Adding ARToolkit Marker tracking into Tango
A little late, But I wrote this showing how to Add ARToolkit processing for TANGO. There's an example Unity project at the bottom.
Extending the UnityARPlayer class was the right direction, I took the GoogleUnityPlayer and extended it for the ARToolkit stuff. Sorry but I haven't tidied or documented the code at all, so it is probably not a good reference for generally adding second plugins.
I want to use vuforia sdk's text recognition module in my new app.
I have been successful in building and running their sample apps. However, having done that was apparently not enough for me to figure out how to start using vuforia android sdk in my mew project in a proper way.
The IDE is Android Studio. I have the license key for my vuforia account.
Could someone help me get started? I jist need to start using vuforia as a library in my own personal project. I do not want to start developing directly over their sample apps.
I am sorry if the context of the questions doesn't fit into that of this particular community.
I wanted to do exactly what you said. I didn't want to build on the top of their samples. I struggled to find a tutorial but there is none, at least I was not able to fine one. Turns out it is really easy. Go to the Vuforia folder(wherever you installed it) and then head to vuforia-sdk-android-X-XX-X\build\java\vuforia and copy the .jar file and paste that file to your new project in Android studio inside your libs folder. Then add this line to your Build.Gradle
compile files('libs/Vuforia.jar')
inside your dependencies. That's it. You can access all the Vuforia classes from there. Don't forget to instanciate them just like in the example with your own key from Vuforia developer console.
I don't know if this is still relevant, but... This link shows what you need to do, code-wise, for creating a new Vuforia App: How can I build a basic Vuforia app. This, along with the links you have already seen regarding the setup, should be enough for you to get started from scratch.
Instead of relying on Vuforia's module, I built my own real-time OCR from scratch, using the Camera (1) API and Google's Mobile Vision Library.
My app - Optical Dictionary & Vocabulary Teacher - performs a lot better than Vuforia's module. It does real-time scanning of words, shows them in a more friendly manner, and does way better validation of words. It even lemmatizes the words (e.g fooled -> fool, thieves -> thief etc).
Also, needless to say that this gave me complete control over my module as well.
Here is a Video Demo of my app.
If any one wants to build something similar, they can feel free to contact me for assistance.
I am new to Android Studio and have little experience with Unity. Can I import a very simple scene from Unity 3d to an existing Android Studio project and have it on one page of the app? And if so is there anything complicated about this?
Thank you!
I don't there's any easy way of doing this.
Unity can create an Android project instead of building the apk.
I don't know if it supports Android Studio or Eclipe, probably Eclipse.
From there on you'll need to look into the Activity that Unity defines and add custom code to integrate it with your project. It is entirely possible to use Android native code from there on, but it's not easy.
I have a project that I have been working on which is a standard android application that does not include any other external libraries at this time. I am now looking at making a game at the end of the app(its a quiz so after the questions I want to make a mini game).
So what I am trying to find out is can I just import the libraries that it uses and connect them to my project rather than creating a LibGDX project and importing that?
What it comes down to is your personal preference. In answer to your question, yes you could just add in the jar files and such into your current project, however you are going to have to edit your manifest and some add in some other stuff besides jars using this Setup. In my personal opinion it would be easier to create a libgdx project using the tutorial found here, but in the end as I said before it all depends on what exactly you want to do.
Before deciding, ask yourself.
Do I want to have everything in one project, or can it be in more than one?
What would be better in the long run for managing my app.
Do I want ease now or later?
Cheers!
I'd like to bring out an Android app in the near future, so I was wondering
how to support a couple of funcitonalities I have got used whilst
developing for J2ME and iPhone
first the versioning. With J2ME (using NetBeans as IDE) I had the
option to auto-increment the softwwares version every time I compiled
it. I was wondering if something like this is available for Eclipse
and if so how to use it ?
secondly a common code base. Is it possible to have a common code
base for several projects ? For example I might have a game which
actually uses the same code but needs different graphic resources. I'd
hate to have a different project for every game/app and have to
manually edit every project's source every time I want to submit a new
code-change. Any solution for this ?
Thanks in advance for every kind of help/hints/tips !
Another idea:
If you can package the common code into Classes then a library approach would help.
In eclipse under project properties you can add a library to your project.
Hope this helps you on.