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Access device calender (IOS/Android)?

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Hey, I am building a prototype for a to do list app in unity. And I was wondering how should I access my android phone calender through unity? To schedule tasks and stuff.

play game services help

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I'm creating an application with the unity used. and I tried the application on my mobile phone. It works very well and the entrances are playing game service. but same apk is uploaded to play store and downloded to my phone. it doesn't login play game service. how to solve this problem?

Mobile Game Patcher?

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Hello Everyone, I would like to ask how does Top games like Mobile Legends, Ragnarok Mobile, Clash of clans etc. update their game when you open them on your phone. when they have updates or bug fixes or additional features the game updates inside, downloading Resources, unpacking game files. I've Read some answers to use Asset Bundles but that only includes Resources and not Scripts updates. is there some library that you guys Recommend on the Asset Store or any idea how they do it? i'm working on a multiplayer game with lots of players and pushing an update to playstore and appstore requires them all to download the update. some of them doesn't update since updating your game on your phone is optional. it would be necessary for the game to update itself once opened just like what these top game did.

Android app crashes using UnityPlayer in existing app using Unity 2019.3

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I am using an Unity project with Vuforia inside an existing Android Studio app. Everything worked fine until I had to make some adjustments. I updated Unity (2019.3.06a) and Vuforia to their latest versions. Now my app crashes every time when I add Unity to my MainActivity. The Unity sdk has been updated and now I can't figure out any solution. Below is my code to add the UnityPlayer to my activity. It crashes on the line ("mUnityPlayer = UnityPlayer(this@MainActivity)"). To make it a bit easier you can find the UnityPlayer class at this link: https://pastebin.com/Pez3J6mp . private fun bindingUiStuff() { val adapter = MainPagerAdapter(this@MainActivity, supportFragmentManager, leftFragment, mainFragment, rightFragment) vpPager.adapter = adapter vpPager.currentItem = PAGE_MIDDLE vpPager.addOnPageChangeListener(topMotionLayout) setIntroLayout() mUnityPlayer = UnityPlayer(this@MainActivity) mUnityPlayer.requestFocus() fl_forUnity.addView( mUnityPlayer.view, FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT ) mUnityPlayer.setOnTouchListener { _, _ -> return@setOnTouchListener false } val currentUser = auth.currentUser Log.v("currentUser", currentUser.toString()) } When I run my project I get this error constantly: Caused by: java.lang.RuntimeException: Unable to start activity ComponentInfo{be.appwise.warmewilliam.dev/be.appwise.warmewilliam.ui.main.MainActivity}: android.content.res.Resources$NotFoundException: String resource ID #0x0 at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2509) at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2569) at android.app.ActivityThread.access$900(ActivityThread.java:150) at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1399) at android.os.Handler.dispatchMessage(Handler.java:102) at android.os.Looper.loop(Looper.java:168) at android.app.ActivityThread.main(ActivityThread.java:5885) at java.lang.reflect.Method.invoke(Native Method) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:797) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:687) Caused by: android.content.res.Resources$NotFoundException: String resource ID #0x0 at android.content.res.Resources.getText(Resources.java:320) at android.content.res.Resources.getString(Resources.java:408) at com.unity3d.player.UnityPlayer.GetGlViewContentDescription(Unknown Source) at com.unity3d.player.UnityPlayer.(Unknown Source) at be.appwise.warmewilliam.ui.main.MainActivity.bindingUiStuff(MainActivity.kt:1421) at be.appwise.warmewilliam.ui.main.MainActivity.initializeEverything(MainActivity.kt:286) at be.appwise.warmewilliam.ui.main.MainActivity.onCreate(MainActivity.kt:222) at android.app.Activity.performCreate(Activity.java:6262) at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1125) at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2462) Anny solutions?

Image on Vuforia looks odd on my phone

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I'm relatively new using Vuforia and I haven't done any coding yet. I watched some youtube videos on how to render a 3D model that I made using Vroid Studio over a target image.

On my Carema it looks fine but when I transferred it into my phone it looks like a garbled image that you see when you wear an old 3D glasses and it's black and white.

My phone model is RealMe3 Running on Android Pie. Here is the image: https://imgur.com/a/dSMhsq4

Please help me out!

Android post processing (Kindle Fire HD 10 and more?)

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I've been trying to figure out an issue with a project not displaying right on Kindle Fire HD 10s. (Depending on the root cause, it likely affects more than those devices.) After troubleshooting for a fe days, I finally decided to narrow things down and created a new 3D project in Unity 2019.1.7f1. I added one cube to the scene and built it for windows and android. Works fine as a windows .exe, and .apk for various android devices (pixel 2xl, nexus 9, nexus 7, and two fire hd 10s). But when I add the following post processing script and pass through shader, it gets a random pattern of artifacts on each run. (The pattern is different each run, but it doesn't change once running.)

![No Post Processing](https://lh3.googleusercontent.com/5HDCsZayzHzSDHgsQ0SLx9uLdrYloyjCSEh86xxLscYX3Y4VlbbvjfyktzHBMLG3eErvIzoo8hCLHdpu_mthLPodMf02t2rtCVV0CqXIRjaKItc-KwkSsu8YxVZ931x3kQTNS6CLWYI=w272-h170-no "No Post Processing")
![With Post Processing](https://lh3.googleusercontent.com/uXOtbWYFHMTUOAGTNbYYGb6k6BuHUUJLM68gNS4TdUYMtF1k-7sy1Qfwt-vN-A3hB2OCy-ZuA4eFTXZUUeYAjy65HkaVvTgFYxFZhXaGQJH4FgHR7jLsp6hTd627hK_TnHxAg84Ocd8=w272-h170-no "With Post Processing")

Here is the barebones post processing script on the camera: using UnityEngine; public class PostProcess : MonoBehaviour { public Material material; void OnRenderImage(RenderTexture source, RenderTexture destination) { //Graphics.Blit(source, destination); // OK on all devices, including Fire HD 10s. Graphics.Blit(source, destination, material); // OK on all but Fire HD 10s. } }
And a barebones passthrough shader (on a brand new material): Shader "Custom/PassThrough" { Properties { _MainTex("Texture", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" // Properties sampler2D _MainTex; float4 frag(v2f_img input) : COLOR { // Simply copy the existing texture return tex2D(_MainTex, input.uv); } ENDCG } } }
The post processing actually works if I do the Blit with no material... but once I add a material, it draws the garbage on top. (The actual post processing effect is applied, just obscured by the black garbage on top.)

FYI, the original project works fine (user interaction, camera moving around, the actual post processing effects, etc.), it just has the garbage on top too.

So... does anyone have any idea why the Fire HD 10s would be mis-behaving like this?

I think 2018.2.10f1 also had the issue, but I've upgraded since then.

VR Scene Rotation on Build

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I am working on a VR game and have some rudimentary scenes set up where the player moves through a room. It plays fine on the PC, but as soon as I build and run it to a Pixel, the entire game is rotated 90 degrees clockwise with the axes (ie moving the phone sideways still follows the horizontal plane in the game). I have read some others having issues where the game is flipped upside down and inverted, but haven't seen any repairs. Rotating the player -90 degrees (with a child maincamera) flips the scene correctly but then the axes are switched (moving the phone horizontally causes the scene to move vertically on the phone). I have also imported the game into older Unity versions without success. Any ideas?

Unity started using ancient Android libraries?!

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This is quite strange. I'm trying to release an update for my app, but it won't compile for android, because of the error package org.apache.http does not exist That's quite normal, because package is deprecated and removed since API 23. But then why Unity uses it? Plus, a few months ago (with slightly older unity version, now using 2019.1.8f1) everything worked. No solutions (related to Unity) exists to this problem. After fixing it with appending `useLibrary 'org.apache.http.legacy` to gradle file, I've got another error, that `Notification.setLastEventInfo()` doesn't exist. Thats from Notification library, also deprecated and removed a long time ago. Whats happening, anyone encountered this by chance? Or will I need to rewrite all those java classes with updated libraries myself?

Building apk with using Google VR(Cardboard) failure,Issue building android APK while using google VR (Google Cardboard)

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I am using unity 2019.3 and I downloaded and imported the Google VR into my assests so I can make a VR game and export it to android. I made a simple scene and just wanted to test it out to see if it worked. Three days later I am still trying to debugg and figure out whats wrong and why it wont build. I have tried everything I saw in forums and videos. Downloaded SDK's and JDKS, made sure the settings were all correct. Made sure VR was enabled, made sure the platform was Android, and made sure everything was up to date. I tried googling my issue but couldnt find anyone who talked about it ---------- Note: I did find something similar which was OVRPluggin.aar instead of my unitygvr.aar but that didnt work either ---------- Here is the error from the console: ---------- **UnauthorizedAccessException: Access to the path "C:\Users\micha\Documents\Unity Projects\Space Vr\Temp\StagingArea\aar\unitygvr.aar" or "Temp\gradleOut\unityLibrary\libs\unitygvr.aar" is denied. System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) (at :0),Hello there. I have tried just about anything, all I want is to build a simple scene in unity (using the latest 2019 edition) and then build the apk and check it on my phone. I have spent 3 days so far trying to get this to work. I have downloaded the SDK's and JDK needed for it to work. I have it updated to the most recent patches as well. I am more than confident it isnt a SDK issue. I have tried different scene, uninstalling and reinstalling, looking online, but no one seemed to answer the issue with this error**

Unwanted delay with WebCamTexture on Phone

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Hello, i am currently on a project where I need to use the front Camera of a phone. To do so, i am using the WebCamTexture and display it in a Raw Image.

Thing is the the Camera Image that I receive on my phone is a bit laggy but more important has a huge delay (like 1s a movement is registered). My phone is decent(Galaxy S8) but I don't have this issue in PlayMode.

Here is the code that i am using, i have tried with fix resolution as well, doesn't matter :

private void Init() { WebCamDevice[] devices = WebCamTexture.devices; if (devices.Length == 0) { isCamAvailable = false; return; } for (int i = 0; i < devices.Length; i++) { if (devices[i].isFrontFacing) { frontCam = new WebCamTexture(devices[i].name, Screen.height, Screen.width, -1); name = devices[i].name; } } if (frontCam == null) { isCamAvailable = false; return; } frontCam.filterMode = FilterMode.Trilinear; frontCam.Play(); background.texture = frontCam; isCamAvailable = true; }
Thank you for your help

Didn't find class AppMeasurementSdk

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Good day! Updated google libraries from 16.0.0 to 17.0.0. When starting, the application crashes with this error. ![alt text][1] Before the library update the measurements were as follows: - firebase-measurement-connector - play-services-measurement-base I tried to add to the project - play-services-measurement-17.0.0.aar - play-services-measurement-api-17.0.0.aar This did not fix the situation. By libraries like this ![alt text][2] [1]: http://i.piccy.info/i9/4e22475d218605451bc9257c7c8abd11/1561982168/121473/1325643/Screen_Shot_2019_07_01_at_8_26_17_AM.png [2]: http://i.piccy.info/i9/62679c25e7cd5734913b0a173cd3da89/1561982231/922668/1325643/Screen_Shot_2019_07_01_at_11_52_22_AM.png

Player duplication when testing on android mobile Matchmaker system

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**Hello fine unity devs!** I am developing a top down shooter multiplayer mobile game for android. My Unity version is **2018.3.0f2** and I am using **NetworkLobbyManager** to handle my lobby, **Matchmaker and relay services** for matchmaking. My lobby settings look like this: [Link for picture of lobby settings][1] I get a weird **player duplication glitch** where out of 1 lobby player I get 2 ingame players when scene changes from offline to online, therefore creating more players than the lobby allows it in the settings where **max players count is 4 players** and in my online scene **spawns 7 players** as shown in the picture below: [LinkForGlitchPicture][3] **What i tried so far to solve this issue:** - manually creating players with **OnClientConnect**, **OnLobbyServerCreateGamePlayer** and **OnClientSceneChanged** and **disabled autocreate players tickbox** in lobby but with no luck, issue persists. Code for manually creating players: public class MyLobby : NetworkLobbyManager { public override void OnClientConnect(NetworkConnection conn) { Debug.Log("Caling OnClientConnect"); ClientScene.Ready(conn); ClientScene.AddPlayer(0); } public override void OnClientSceneChanged(NetworkConnection conn) { base.OnClientSceneChanged(conn); Debug.Log("Caling OnClientSceneChanged"); } } - **tried to spawn a dupe empty game object** when a player with same connection id was detected, didnt work properly. It sucessfully created dupes for duplicate player objects but it gave you control over that empty gameobject instead of the real/local player object. Which resulted in a black screen, because the dupes are empty objects and have no camera on them. Code for spawning duped empty player objects: public class MyLobby : NetworkLobbyManager { //we use this variable to store connection id public int netCon=10; public override GameObject OnLobbyServerCreateGamePlayer(NetworkConnection conn, short playerControllerId) { //we check if the netcon value is different than the player that is being created, if its not then we have a dupe if (netCon != conn.connectionId) { GameObject _temp = Instantiate(PlayerCharacter, startPositions[conn.connectionId].position, startPositions[conn.connectionId].rotation); netCon = conn.connectionId; Debug.Log("Value of netcon is: " + netCon); return _temp; } else { GameObject dupe_temp = Instantiate(Dupe); Debug.Log("Spawned a dupe player"); return dupe_temp; } } } Any help with this issue would be much appreciated! [1]: https://imgur.com/3uoJzMb [3]: https://imgur.com/Cy7j3bD

Vuforia: How to play video on another screen till the end after target is detected?

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Hello! I need your help with my project, maybe with some helpful tutorials that you know. I have this project for android app where my painting is an image trigger, when phone detects it it should play video(with audio) but not on the portret. I should go to a fullscreen mode, play video till the end and then came back to previous screen. And it is important that after your phone detected image target and video starts playing it still plays even when you remove your phone from image target. Maybe someone knows is it hard, maybe you can send me some tutorials and i will figure it out, but yeah. Sorry for my english, if something seems confusing i will try my best to explain it easier.

Can't Set Video Orientation to Landscape (Full Screen) in 2D Apps Android

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I'm developing an educational apps which using video as the content. I have a problem where the video that I put in the app won't rotate to landscape and showed in full screen, the video always set to portrait even when auto-rotate is enabled in the setting. I've tried force setting the orientation to landscape using **Screen.orientation = ScreenOrientation.LandscapeLeft;** but this result in my apps to only having the video sound and showing black screen. Would be very nice if someone willing to help, thanks before.

How can I develop an AR Android GPS app with Unity?,How can I create an Android gps app with AR and unity?

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I tried the tutorials on Youtube and they're outdated and don't work anymore or they are for iOS. If anyone knows how I'd really really appreciate it. Either with MapBox or Sceneform or ARCore,The resources on Youtube are outdated or they are for iOS and I just can't figure out to create this app. Does anyone have any idea how? Either with MapBox or Sceneform or ARCore

How to deal with high resolution devices while porting for android?

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I recently developed a car parking game using Unity 2018, and I was facing a lot of stutters on my Note 4. Later I turned down the device resolution to 1080p from 1440, and the stuttering was gone. I would like to know how can I detect if a device resolution is above 1080p and downscale it or if there is another better way of handling it, please let me know.

How to rotate game objects using mobile gyroscope?

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I have a game object in scene( let it be a cube). I need to rotate it along x,y and z axis on the exact amount on which my mobile phone is rotated around these axis. I am using gyroscope sensor as input. "RotateRate" was working fine initially, but after rotating and shaking phone a bit, the orientation of cube doesn't match as that of phone. . here is my code, . using System.Collections; using System.Collections.Generic; using UnityEngine; public class qwerty : MonoBehaviour { private bool gyroEnabled; private Gyroscope gyro; float RtD = 0; void Start() { RtD = 57.324f; gyroEnabled = EnableGyro(); } private bool EnableGyro() { if(SystemInfo.supportsGyroscope) { gyro = Input.gyro; gyro.enabled = true; Debug.Log("gyro detected"); return true; } else { Debug.Log("gyro not detected"); return false; } } private void Update() { gameObject.transform.Rotate(gyro.rotationRate.x * Time.deltaTime*RtD, gyro.rotationRate.y * Time.fixedDeltaTime*RtD, gyro.rotationRate.z * Time.fixedDeltaTime*RtD); } }

when build to android, no splash screen and hangs on black screen

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hello, my app works fine in the editor. it was also working well on device (showing splash screen, loading normally) until i updated the project from unity 2017 to 2019, and changed some permissions in the manifest. now, i'm not sure what modification i did broke it, but when i build to my android device, there is no splash screen, the device automatically switches from portrait to landscape on launch, and the screen remains black and nothing loads. if i press 'back' on my phone, and then activate the app again with the icon, it will go to the home screen correctly (presumably because it finished loading in the background). however, i have to go back and re-load the app, otherwise it just stays stuck on the black screen. does anyone know why updating to unity 2019/changing the manifest a bit would kill my splash screen and make it change orientation/hang on a black screen? i tested the output in android studio logcat, here is what it shows when i load the app from the android home screen for the first time: 2019-07-01 13:57:26.915 2824-4306/? I/ActivityManager: START u0 {act=android.intent.action.MAIN typ=null flg=0x10200000 cmp=ComponentInfo{com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity}} from uid 10058 on display 0 2019-07-01 13:57:26.923 2824-4306/? D/ActivityManager: computeStackFocus: New stack r=ActivityRecord{f47dc1cd0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity t-1} stackId=1 2019-07-01 13:57:26.928 2824-4306/? D/ActivityManager: moveToFront() : reason=startedActivity setFocusedActivity isAttached=true TaskRecord{1049e08d0 #37249 A=com.russ.fiber_visualizer U=0 StackId=1 sz=1} 2019-07-01 13:57:26.936 2824-4306/? D/ActivityManager: resumeTopActivityInnerLocked() : #1 prevTask=TaskRecord{1049e08d0 #37249 A=com.russ.fiber_visualizer U=0 StackId=1 sz=1} next=ActivityRecord{f47dc1cd0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity t37249} mFocusedStack=ActivityStack{44a3a2ad0 stackId=1, 15 tasks} 2019-07-01 13:57:26.949 2824-4303/? D/ActivityManager: resumeTopActivityInnerLocked() : #1 prevTask=TaskRecord{d56cc8d0 #36585 I=com.sec.android.app.launcher/com.android.launcher3.Launcher U=0 StackId=0 sz=1} next=ActivityRecord{f47dc1cd0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity t37249} mFocusedStack=ActivityStack{44a3a2ad0 stackId=1, 15 tasks} 2019-07-01 13:57:26.955 2824-2847/? D/WindowManager: openInputChannel mInputChannel: 2a91123 Starting com.russ.fiber_visualizer (server) 2019-07-01 13:57:26.956 2824-2847/? D/ViewRootImpl@64992b4[fiber_visualizer]: setView = DecorView@9472620[fiber_visualizer] touchMode=true 2019-07-01 13:57:26.956 2824-4303/? D/ActivityManager: applyOptionsLocked, ANIM_CUSTOM_SCALE_UP, task.getRootActivity() : ActivityRecord{f47dc1cd0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity t37249}, task.getTaskToReturnTo() : 1 2019-07-01 13:57:26.957 2824-4303/? D/MountService: getExternalStorageMountMode : final mountMode=1, uid : 10559, packageName : com.russ.fiber_visualizer 2019-07-01 13:57:26.966 2824-2847/? D/ViewRootImpl@64992b4[fiber_visualizer]: dispatchAttachedToWindow 2019-07-01 13:57:26.966 2824-2847/? V/WindowManager: Relayout Window{2a91123d0 u0 Starting com.russ.fiber_visualizer}: viewVisibility=0 req=1080x1848 WM.LayoutParams{(0,0)(fillxfill) sim=#20 ty=3 fl=#1830518 pfl=0x20011 wanim=0x1030001 vsysui=0x400 needsMenuKey=2 naviIconColor=0} 2019-07-01 13:57:26.966 2297-2297/? I/SurfaceFlinger: id=9584 createSurf (1x1),1 flag=404, Starting com.russ.fiber_visualizer 2019-07-01 13:57:26.969 2824-4303/? I/ActivityManager: Start proc 24621:com.russ.fiber_visualizer/u0a559 for activity com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity 2019-07-01 13:57:26.973 24621-24621/? I/SELinux: SELinux: seapp_context_lookup: seinfo=untrusted, level=s0:c512,c768, pkgname=com.russ.fiber_visualizer 2019-07-01 13:57:26.985 2824-2847/? D/ViewRootImpl@64992b4[fiber_visualizer]: Relayout returned: oldFrame=[0,0][0,0] newFrame=[0,0][1080,1920] result=0x27 surface={isValid=true -1482549248} surfaceGenerationChanged=true 2019-07-01 13:57:27.000 2824-3548/? I/ActivityManager: DSS on for com.russ.fiber_visualizer and scale is 1.0 2019-07-01 13:57:27.032 2824-2847/? D/WindowManager: finishDrawingWindow: Window{2a91123d0 u0 Starting com.russ.fiber_visualizer} mDrawState=DRAW_PENDING 2019-07-01 13:57:27.179 2824-3015/? D/GameManagerService: handleForegroundChange(). pkgName: com.russ.fiber_visualizer, clsName: com.unity3d.player.UnityPlayerActivity 2019-07-01 13:57:27.179 2824-3548/? D/MARsPolicyManager: handlePackageResumedFG pkgName = com.russ.fiber_visualizer, userId = 0 2019-07-01 13:57:27.179 2824-3015/? D/GameManagerService: notifyResumePause(). pkg: com.russ.fiber_visualizer, type: 4, isMinimized: false, isTunableApp: false 2019-07-01 13:57:27.181 2824-2847/? V/WindowManager: Now policy shown: Window{2a91123d0 u0 Starting com.russ.fiber_visualizer} 2019-07-01 13:57:27.195 2824-6996/? D/GamePkgDataHelper: getGamePkgData(). com.russ.fiber_visualizer 2019-07-01 13:57:27.198 2824-6996/? D/GameManagerService: identifyGamePackage. com.russ.fiber_visualizer 2019-07-01 13:57:27.204 2824-6996/? D/GameManagerService: identifyGamePackage. com.russ.fiber_visualizer 2019-07-01 13:57:27.221 2824-6996/? D/GameManagerService: identifyGamePackage. com.russ.fiber_visualizer 2019-07-01 13:57:27.321 2824-3008/? D/MdnieScenarioControlService: packageName : com.russ.fiber_visualizer className : com.unity3d.player.UnityPlayerActivity 2019-07-01 13:57:27.362 2824-4361/? D/WindowManager: openInputChannel mInputChannel: d908913 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity (server) 2019-07-01 13:57:27.370 2824-3838/? V/WindowManager: Relayout Window{d908913d0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity}: viewVisibility=0 req=1920x1008 WM.LayoutParams{(0,0)(fillxfill) sim=#20 ty=1 fl=#810500 pfl=0x20000 fmt=-3 wanim=0x1030001 vsysui=0x400 needsMenuKey=2 naviIconColor=0} 2019-07-01 13:57:27.371 2297-2297/? I/SurfaceFlinger: id=9586 createSurf (1x1),1 flag=4, com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity 2019-07-01 13:57:27.396 2824-3997/? V/WindowManager: Relayout Window{126064ed0 u0 SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity}: viewVisibility=0 req=1920x1080 WM.LayoutParams{(0,0)(1920x1080) gr=#800033 ty=1001 fl=#4218 pfl=0x10040 fmt=4 naviIconColor=0} 2019-07-01 13:57:27.397 2297-2297/? I/SurfaceFlinger: id=9587 createSurf (1920x1080),4 flag=404, SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity 2019-07-01 13:57:27.398 2297-2297/? I/SurfaceFlinger: id=9588 createSurf (1920x1080),-1 flag=20404, SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity 2019-07-01 13:57:27.406 2824-3838/? D/WindowManager: finishDrawingWindow: Window{126064ed0 u0 SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity} mDrawState=DRAW_PENDING 2019-07-01 13:57:27.410 2824-2961/? V/WindowManager: Relayout Window{d908913d0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity}: viewVisibility=0 req=1920x1080 WM.LayoutParams{(0,0)(fillxfill) sim=#20 ty=1 fl=#810500 pfl=0x20000 fmt=-3 wanim=0x1030001 vsysui=0x400 needsMenuKey=2 naviIconColor=0} 2019-07-01 13:57:27.418 2824-4360/? V/WindowManager: Relayout Window{126064ed0 u0 SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity}: viewVisibility=0 req=1920x1080 WM.LayoutParams{(0,0)(1920x1080) gr=#800033 ty=1001 fl=#4218 pfl=0x10040 fmt=4 naviIconColor=0} 2019-07-01 13:57:27.424 2824-3996/? D/WindowManager: finishDrawingWindow: Window{126064ed0 u0 SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity} mDrawState=READY_TO_SHOW 2019-07-01 13:57:27.449 2824-3531/? D/WindowManager: finishDrawingWindow: Window{d908913d0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity} mDrawState=DRAW_PENDING 2019-07-01 13:57:27.452 24621-24621/? V/InputMethodManager: Starting input: tba=android.view.inputmethod.EditorInfo@6e6210d nm : com.russ.fiber_visualizer ic=null 2019-07-01 13:57:27.467 2824-4332/? V/InputMethodManagerService: windowGainedFocus: reason=WINDOW_FOCUS_GAIN client=android.os.BinderProxy@fd110e4 inputContext=null missingMethods= attribute=android.view.inputmethod.EditorInfo@170a36f nm = com.russ.fiber_visualizer controlFlags=#105 softInputMode=#20 windowFlags=#810500 2019-07-01 13:57:27.470 2824-2936/? D/WindowManager: finishDrawingWindow: Window{d908913d0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity} mDrawState=READY_TO_SHOW 2019-07-01 13:57:27.471 24621-24621/? V/InputMethodManager: Starting input: tba=android.view.inputmethod.EditorInfo@290ed4b nm : com.russ.fiber_visualizer ic=null 2019-07-01 13:57:27.471 5428-5428/? I/SKBD: SamsungKeypad [IMI] onStartInput - caller packageName : com.russ.fiber_visualizer 2019-07-01 13:57:27.481 2824-2847/? D/ViewRootImpl@64992b4[fiber_visualizer]: MSG_RESIZED_REPORT: frame=Rect(0, 0 - 1920, 1080) ci=Rect(0, 0 - 0, 0) vi=Rect(0, 0 - 0, 0) or=2 2019-07-01 13:57:27.482 2824-2847/? I/ActivityManager: Displayed com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity: +526ms 2019-07-01 13:57:27.489 2824-2847/? V/WindowManager: Relayout Window{2a91123d0 u0 Starting com.russ.fiber_visualizer}: viewVisibility=0 req=1920x1080 WM.LayoutParams{(0,0)(fillxfill) sim=#20 ty=3 fl=#1830518 pfl=0x20011 wanim=0x1030001 vsysui=0x400 needsMenuKey=2 naviIconColor=0} 2019-07-01 13:57:27.493 2824-2847/? D/ViewRootImpl@64992b4[fiber_visualizer]: Relayout returned: oldFrame=[0,0][1920,1080] newFrame=[0,0][1920,1080] result=0x21 surface={isValid=true -1482549248} surfaceGenerationChanged=false 2019-07-01 13:57:27.505 2824-2847/? D/WindowManager: finishDrawingWindow: Window{2a91123d0 u0 Starting com.russ.fiber_visualizer} mDrawState=DRAW_PENDING 2019-07-01 13:57:27.505 2824-2847/? D/ViewRootImpl@64992b4[fiber_visualizer]: dispatchDetachedFromWindow 2019-07-01 13:57:27.505 2824-2847/? D/WindowManager: disposeInputChannel mInputChannel: 2a91123 Starting com.russ.fiber_visualizer (server) 2019-07-01 13:57:27.506 2824-2847/? I/WindowManager_SurfaceController: Destroying surface Surface(name=Starting com.russ.fiber_visualizer) called by com.android.server.wm.WindowStateAnimator.destroySurface:3070 com.android.server.wm.WindowStateAnimator.destroySurfaceLocked:1138 com.android.server.wm.WindowState.removeLocked:1923 com.android.server.wm.WindowManagerService.removeWindowInnerLocked:3035 com.android.server.wm.WindowManagerService.removeWindowInnerLocked:2995 com.android.server.wm.WindowManagerService.removeWindowLocked:2974 com.android.server.wm.WindowManagerService.removeWindowLocked:2776 com.android.server.wm.WindowManagerService.removeWindowLocked:2771 2019-07-01 13:57:27.506 2297-2337/? I/SurfaceFlinger: id=9584 Removed Starting com.russ.fiber_visualizer (6/10) 2019-07-01 13:57:27.507 2297-4759/? I/SurfaceFlinger: id=9584 Removed Starting com.russ.fiber_visualizer (-2/10) 2019-07-01 13:57:27.509 2297-2297/? D/SurfaceFlinger: Display[0] configurations (* current): * 0: 1080x1920, xdpi=435.428009, ydpi=435.428009, refresh=16949152 numHwLayers=3, flags=00000000 type | handle | hint | flag | tr | blnd | format | source crop (l,t,r,b) | frame | name -----------+----------+------+------+----+------+-------------+--------------------------------+------------------------+------ GLES | 00000000 | 0000 | 0220 | 04 | 0105 | ? ffffffff | 0.0, 0.0, -1.0, -1.0 | 0, 0, 1080, 1920 | SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity HWC | e8e99640 | 0000 | 0100 | 00 | 0105 | RGBA_8888 | 0.0, 0.0, 1080.0, 1920.0 | 0, 0, 1080, 1920 | ScreenshotSurface FB TARGET | e8c04500 | 0000 | 0000 | 00 | 0105 | RGBA_8888 | 0.0, 0.0, 1080.0, 1920.0 | 0, 0, 1080, 1920 | HWC_FRAMEBUFFER_TARGET 2019-07-01 13:57:27.524 2824-2847/? I/WindowManager: Screen frozen for +518ms due to Window{2a91123d0 u0 Starting com.russ.fiber_visualizer} 2019-07-01 13:57:27.549 24621-24637/? I/Unity: ApplicationInfo com.russ.fiber_visualizer version 1.1 build e874d8f7-c750-4ca2-8649-5de17250ad7a 2019-07-01 13:57:27.554 2824-4009/? V/WindowManager: Relayout Window{d908913d0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity}: viewVisibility=0 req=1920x1080 WM.LayoutParams{(0,0)(fillxfill) sim=#20 ty=1 fl=#810580 pfl=0x20000 fmt=-3 wanim=0x1030001 vsysui=0x400 needsMenuKey=2 naviIconColor=0} 2019-07-01 13:57:27.570 2824-3839/? V/WindowManager: Relayout Window{d908913d0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity}: viewVisibility=0 req=1920x1080 WM.LayoutParams{(0,0)(fillxfill) sim=#20 ty=1 fl=#810580 pfl=0x20000 fmt=-3 wanim=0x1030001 vsysui=0x1706 sysuil=true needsMenuKey=2 naviIconColor=0} 2019-07-01 13:57:27.571 2297-2297/? D/SurfaceFlinger: Display[0] configurations (* current): * 0: 1080x1920, xdpi=435.428009, ydpi=435.428009, refresh=16949152 numHwLayers=7, flags=00000000 type | handle | hint | flag | tr | blnd | format | source crop (l,t,r,b) | frame | name -----------+----------+------+------+----+------+-------------+--------------------------------+------------------------+------ GLES | 00000000 | 0000 | 0221 | 00 | 0105 | ? ffffffff | -0.1, 0.0, -0.9, -1.0 | 0, 220, 1080, 1699 | SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity GLES | e8e99640 | 0000 | 0101 | 00 | 0105 | RGBA_8888 | 0.0, 0.0, 1080.0, 1920.0 | 0, 0, 1080, 1920 | ScreenshotSurface GLES | 00000000 | 0000 | 0201 | 00 | 0105 | ? ffffffff | -0.4, -0.9, -0.9, -1.0 | 37, 0, 1080, 219 | BlackSurface GLES | 00000000 | 0000 | 0201 | 00 | 0105 | ? ffffffff | -0.9, -0.0, -1.0, -0.6 | 0, 0, 193, 1800 | BlackSurface GLES | 2019-07-01 13:57:27.637 2824-3008/? D/MdnieScenarioControlService: packageName : com.russ.fiber_visualizer className : com.unity3d.player.UnityPlayerActivity 2019-07-01 13:57:27.979 2297-2297/? D/SurfaceFlinger: Display[0] configurations (* current): * 0: 1080x1920, xdpi=435.428009, ydpi=435.428009, refresh=16949152 numHwLayers=3, flags=00000000 type | handle | hint | flag | tr | blnd | format | source crop (l,t,r,b) | frame | name -----------+----------+------+------+----+------+-------------+--------------------------------+------------------------+------ GLES | 00000000 | 0000 | 0220 | 00 | 0105 | ? ffffffff | 0.0, 0.0, -0.6, -1.0 | 0, 0, 1080, 1080 | SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity HWC | e8c04c80 | 0000 | 0100 | 00 | 0105 | RGBA_8888 | 0.0, 0.0, 1080.0, 1920.0 | 0, 0, 1080, 1920 | ScreenshotSurface FB TARGET | e8c043c0 | 0000 | 0000 | 00 | 0105 | RGBA_8888 | 0.0, 0.0, 1080.0, 1920.0 | 0, 0, 1080, 1920 | HWC_FRAMEBUFFER_TARGET 2019-07-01 13:57:27.992 5428-5428/? I/SKBD: SamsungKeypad [IMI] onStartInput - caller packageName : com.russ.fiber_visualizer 2019-07-01 13:57:28.030 2824-3839/? V/WindowManager: Relayout Window{126064ed0 u0 SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity}: viewVisibility=0 req=1920x1080 WM.LayoutParams{(0,0)(1920x1080) gr=#800033 ty=1001 fl=#4218 pfl=0x10040 fmt=4 naviIconColor=0} 2019-07-01 13:57:28.035 2824-2946/? D/WindowManager: finishDrawingWindow: Window{126064ed0 u0 SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity} mDrawState=DRAW_PENDING 2019-07-01 13:57:28.056 2824-2956/? V/WindowManager: Relayout Window{d908913d0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity}: viewVisibility=0 req=1080x1920 WM.LayoutParams{(0,0)(fillxfill) sim=#20 ty=1 fl=#810580 pfl=0x20000 fmt=-3 wanim=0x1030001 vsysui=0x1706 sysuil=true needsMenuKey=2 naviIconColor=0} 2019-07-01 13:57:28.062 2824-4407/? V/WindowManager: Relayout Window{126064ed0 u0 SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity}: viewVisibility=0 req=1080x1920 WM.LayoutParams{(0,0)(1080x1920) gr=#800033 ty=1001 fl=#4218 pfl=0x10040 fmt=4 naviIconColor=0} 2019-07-01 13:57:28.079 2824-4305/? V/WindowManager: Relayout Window{126064ed0 u0 SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity}: viewVisibility=0 req=1080x1920 WM.LayoutParams{(0,0)(1080x1920) gr=#800033 ty=1001 fl=#4218 pfl=0x10040 fmt=4 naviIconColor=0} 2019-07-01 13:57:28.088 2824-3548/? D/WindowManager: finishDrawingWindow: Window{126064ed0 u0 SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity} mDrawState=DRAW_PENDING 2019-07-01 13:57:28.108 2824-4306/? D/WindowManager: finishDrawingWindow: Window{d908913d0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity} mDrawState=DRAW_PENDING 2019-07-01 13:57:28.128 2824-2847/? I/WindowManager: Screen frozen for +168ms due to Window{d908913d0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity} 2019-07-01 13:57:28.193 2297-2297/? D/SurfaceFlinger: Display[0] configurations (* current): * 0: 1080x1920, xdpi=435.428009, ydpi=435.428009, refresh=16949152 numHwLayers=7, flags=00000000 type | handle | hint | flag | tr | blnd | format | source crop (l,t,r,b) | frame | name -----------+----------+------+------+----+------+-------------+--------------------------------+------------------------+------ GLES | 00000000 | 0000 | 0221 | 00 | 0105 | ? ffffffff | 0.0, 0.0, -1.0, -1.0 | 0, 0, 1080, 1920 | SurfaceView - com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity GLES | e8c04c80 | 0000 | 0101 | 00 | 0105 | RGBA_8888 | 0.0, 0.0, 1080.0, 1920.0 | 0, 0, 1080, 1920 | ScreenshotSurface GLES | 00000000 | 0000 | 0201 | 00 | 0105 | ? ffffffff | -0.4, -0.8, -0.9, -1.0 | 536, 0, 1080, 1061 | BlackSurface GLES | 00000000 | 0000 | 0201 | 00 | 0105 | ? ffffffff | -0.8, -0.0, -1.0, -0.5 | 0, 0, 650, 640 | BlackSurface GLES | 2019-07-01 13:57:29.834 2824-3550/? V/WindowManager: Relayout Window{d908913d0 u0 com.russ.fiber_visualizer/com.unity3d.player.UnityPlayerActivity}: viewVisibility=0 req=1080x1920 WM.LayoutParams{(0,0)(fillxfill) sim=#20 ty=1 fl=#810500 pfl=0x20000 fmt=-3 wanim=0x1030001 vsysui=0x1706 needsMenuKey=2 naviIconColor=0}

StreamingAssets and reading a binary file (Android)

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I am trying to bring in a binary file that I have saved in StreamingAssets folder but can't work out how to get it to be read on Android. Here is the original resources code that works on computer but not Android. BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.dataPath+"/Resources/Demos/" + scene.name + "Demo", FileMode.Open); // Change to demo file demoReplayList = (List)bf.Deserialize(file); file.Close(); I don't want to use the Resources folder (unless it is the correct way of doing it) cause I feel StreamingAssets is the correct location for this file. Anyway, here is where i'm at... string filePath = Application.streamingAssetsPath + "Demos/" + scene.name + "Demo"; if (Application.platform == RuntimePlatform.Android) { WWW reader = new WWW(filePath); while (!reader.isDone) { } //Now what? } Can I just add my original code and use "reader" as the file now? or do I assign reader to another variable type? Thanks

Android build failing.

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I'm using Unity 2017.4.3f1, and am having trouble building for android using Gradle. I've assigned the correct path in preferences to the SDK (it selected it automatically). I'm running OSX Mojave, version 10.14.5. As for android settings, here's a picture of the error and my settings: https://imgur.com/a/ztpq8uc. My minimum API level is set to be 4.1, and my target is the highest installed. I've tried installing different SDK levels with little result, but currently only have 9.+ (API level 29, "Q") and 7.1.1 (API Level 25, "Nougat") installed, along with everything from the SDK tools tab, including Google Play Services. But when I build, I get the following error: CommandInvokationFailure: Gradle build failed. /Applications/Unity/Hub/Editor/2018.4.3f1/PlaybackEngines/AndroidPlayer/Tools/OpenJDK/MacOS/bin/java -classpath "/Applications/Unity/Hub/Editor/2018.4.3f1/PlaybackEngines/AndroidPlayer/Tools/gradle/lib/gradle-launcher-4.6.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "bundleRelease" stderr[ FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':bundleReleaseResources'. > java.util.concurrent.ExecutionException: com.android.builder.internal.aapt.v2.Aapt2Exception: Android resource linking failed Output: /Users/breeze/apps/living-room/Temp/gradleOut/build/intermediates/merged_manifests/release/processReleaseManifest/merged/AndroidManifest.xml:101: error: resource integer/google_play_services_version (aka com.mycompanyname.appname:integer/google_play_services_version) not found. error: failed processing manifest. I'm fairly sure there's something wrong with my android setup, because I was building this project previously with 2018.3 when my computer crashed, and now I've started using a new computer, and gotten this. Could anyone tell me what might be wrong with my setup, or what this error might mean? I'm confused and can't seem to find anything that works. A few of the questions I've seen tell me to check the manifest, but I don't see any manifest in my /Assets folder, nor do I know why I would have to modify this now, since I've never had to do it before.
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