I am very new with unity. When I'm trying o run the project after the following the document, it does not run force close with hardware is not supported.
Simple blue screen with camera focus show at run in unity but in
device it can't.
In emulator it shows error like:
08-02 12:29:47.672: ERROR/libEGL(305): called unimplemented OpenGL ES API
In device it shows:
Insatisfylinked
What should I do? Is there some device compatibility?
Check this link for a list of devices that have been tested with Unity.
According to this post (in which the author had the same problem as you) it is possible to get Unity running on the Android emulator, but performance is very poor.
Unity CAN run on an emulator (use emulator mode when compiling) it just runs slow. On my phone (HTC legend, which is listed as incompatible), it runs slow and there's no sound, but it does work.
I think it's because for some odd reason or another, certain manufacturers didn't choose to support OpenGL on certain models.
WIndows 8 and WIndows 8 phone will be supported when released as well!
Related
I have searched and searched this one and cannot seem to solve. Im running OSX 10.9 on an iMac with a ATI RADEON 4670 and and trying to get Skobbler Scouts maps to run on an Android emulator. All I keep getting is the dreaded eglChooseConfig() returning false using the inbuilt Android Emulator with all the prescribed settings set by Skobbler (gpu on API level etc etc). Is this a hardware incompatibility issue or is the Emulator just not implemented with the attribute settings set by Skobbler? Alternatively does anyone know of a working emulator for this SDK?
Any help is much appreciated. Thanks
Andy
You can find a working configuration at http://developer.skobbler.com/getting-started/android#sec031 (I've tested with device = Nexus 5 and API level 20).
Unfortunately, due to the fact that the SDK relies heavily on OpenGL most emulators will exhibit weird behaviours - leaving only real devices as good testing options (the emulator's documentation also states that OpenGL support is "tricky": "OpenGL® Graphics - Emulation of OpenGL ES graphics may not perform at the same level as an actual device")
I am trying to work on stuff related to a gyroscope. My phone does not have a built in
gyroscope. Is there a way to include the gyroscope functionality in the emulator, at least make the emulator set in such a way that it behaves as if it had a real gyroscope?
p.s. I do not need to read any values from the gyroscope, I just want the emulator to think that it has one.
I have searched thoroughly and all I've found was this: http://code.google.com/p/openintents/wiki/SensorSimulator
But this does not make the emulator feel that it has a in built gyroscope, instead it runs an app in the emulator and fetches readings from sensors that are simulated in "SensorSimulator".
Any info would be helpful
The Android Emulator, launched with Android Studio 3.0 can simulate a range of rotation sensors that just might address your use case. We specially added a Gyroscope in the Android Emulator v26.1.0.
Gyroscope is newly supported in the Emulator of Android Studio 3.0, released to the Canary Channel on 5/17/17. Note that (as of today) Android Studio 2.3.3 is the latest official (i.e. "stable") version. Here is how you setup the Preview Version of Android Studio, which can exist concurrently with the official version.
Note that running the emulator out of the box won't work, as it's not a recent enough version:
You need to follow the 'change your update channel' steps in the latter link: select File > Other Settings > Default Settings and update from the Canary Channel:
Note that while running a Virtual Device with Android 7+ (aka API 26) did show Gyroscope output in the emulator's Virtual Sensors (within Extended Controls), it does not (at least yet) send that output to the virtual device; to actually see the environment in the sample app move as I moved the phone, I had to use Android 7.1.1 (API 25).
(Thanks to #jamal-eason for the protip!)
PREVIOUS (6/12/17):
As of the date of writing the release version of the Android Emulator (in Android Studio 2.3.3) does not offer Gyroscope support.
While the documentation referenced by #Nesski suggests this, I offer the following as proof:
The Android SDK's Virtual Reality getting started demo is the game called Treasure Hunt. Here is what it looks like when played on a phone. Notice that the camera moves as the player looks around.
Of the handful of devices compatible with the Google Daydream - because they contain an internal Gyroscope - Android Studio's AVD Manager offers only two of them: the Pixel and Pixel XL. I downloaded two virtual devices for each of those phones so that I could run the latest two Android versions (7.1.1 and 8.0) on each device:
I ran each device in the Emulator, and got similar results: press CTRL + SHIFT + C (on Windows) to bring up the Extended Controls, and you'll be able to test the phone's Virtual Sensors:
Using its Rotate controls, you'll notice that while there is Accelerometer output, Magnetometer output, and Rotation output, there is no Gryroscope output. You can rotate the phone as if you were looking around, but the game's camera view does not change as the phone is moved.
While this sad reality is unfortunate, I do, however, hope and expect Android to add Gyroscope support to the emulator in the future as more developers jump on the Google Daydream Virtual Reality bandwagon.
I don't think there is any Gyroscope support in the Emulator.
source.android.com's Sensors docs states
The gyroscope cannot be emulated based on magnetometers and
accelerometers, as this would cause it to have reduced local
consistency and responsiveness. It must be based on a usual gyroscope
chip.
I am working on something similar so I'm kind of reading up on what data to collect and what not to.
I am developing an OpenGL application and testing it on Xperia 10 Mini (Android 2.1). After launching it and using it for some time the phone reboots (every time).
I have tried saving logcat to separate file, with no findings and also adb bugreport (I am not sure what to look for in that one. I found only some wlan related kernel Oops).
I am suspicious of opengl texture management or concurency. Here I am looking for any advice on how to debug the application and also for some tips on where to look for the problem.
Check your app for a memory leak. My second guess would be to check which OpenGL ES Version you are using (GL10 vs. GL20). The latter is not (fully) supported on Android 2.1 AFAIK.
I am just bit confused with two different things as we have emulators in android and simulators in blackberry. Is there any difference between a simulator and an emulator or are they just different names for the same thing?
Emulator is combination of hardware and software.
Simulator is only software.
Consider example of android emulator, when any action is done on android emulator, the instruction is get converted into ARM call and then to the underlying operating system(windows/mac/unix).
In case of iPhone simulator instructions on simulator are directly converted to the native call(Mac).
That's why emulator provides more realistic behavior.
See both the names are same for the "Virtual kind of Devices".
Its Emulator for Android, Simulator for BlackBerry, again Simulator for iPhone as well.
What is Virtual Device?
Virtual device means which is not a real phone(but almost giving the same functionality as real phone does except some features like camera) but developer can use it to test their application).
In the given context they both would refer to the same thing. However this is worth a read http://en.wikipedia.org/wiki/Emulator#Emulation_versus_simulation.
From RIM's own website:
There are a variety of BlackBerry® simulators available to emulate the functionality of actual BlackBerry products, including BlackBerry devices and BlackBerry Enterprise Server™.
In other words, yes, simulators are just a RIM term for emulators.
A simulator is mostly used to theoretically examine a system. Whereas an emulator clones the original system in some aspects.
Emulator : emulates Hardware and Software
Simulator: simulates only software
Check the following link :
http://www.mobileqazone.com/forum/topics/difference-emulator-and?xg_source=activity
Whereas I am concerned about these :
Emulator : When you have the hardware capability and do not need to translate each instruction. in other words instructions are supported by hardware.
Simulator : when instructions are not supported and you need to translate them with the native language.
Emulator are supposed to be faster than simulator, since no instruction translation is needed .
I am trying to set up an Android emulator to do some playing around with OpenGL ES on it, but I am stymied by the fact that, every time I run my program on it, it unceremoniously grenades itself. The problem (at least the first nasty red error line in the log) is a missing package called libhgl.so. This is the OpenGL driver file required for running OpenGL ES on Android devices, but for some reason, my emulator doesn't have it. Does anyone know where I can get drivers for the emulator, or how to get an emulator that already has them?
In this link:
http://osdir.com/ml/android-porting/2009-06/msg00282.html
it says:
libEGL.so and libGLESv2.so implements EGL and OpenGL ES through
libhgl.so and libagl.so. That is, libhgl.so and libagl.so are
dlopen()ed by libEGL.so. All EGL and OpenGL ES calls will finally call
into libhgl.so and/or libagl.so.
and here:
http://osdir.com/ml/android-porting/2009-06/msg00288.html
libagl.so is an pure software impl. For your accelerated impl., you
need to provide libhgl.so so that libEGL.so will be able to use it. It
is expected that libhgl.so implements and exports both eglXXX and glXXX
symbols.
I guess that indicates that the missing file will only exist on the device itself, but that the app should run with the software driver on the emulator. The numerous screenshots on the web of OpenGL apps on the Android emulator also indicates that OpenGL should work fine on the emulator. Any other possible reasons why you are not able to get OpenGL going?
The logic of loading EGL user space driver is at frameworks/native/opengl/libs/EGL/Loader.cpp. Basically there are three cases:
Running with emulator in software rendering mode
Running with emulator in OpenGL mode. This is where libhgl.so is loaded for earlier version of Android.
Running with actual device.
The emulator coming with ADT does not work well for case 2. But emulators are improved over recent years. You can use latest Android Studio which has a better emulator or leapdroid at http://www.leapdroid.com/