I'm developing an AR app using unity but I don't have an android mobile so I decided to work on an emulator and I read all documentation about it but it didn't work. the app is installed but when I open it I see a black screen with a cube for testing if it works right, the virtual scene doesn't open do you have any solutions?. I tried all the solutions but none of them work for me.
note: I installed an AR app from google play but it crashed.
specifications:
mobile: pixel 3a
Android version:11 (30 API).
Android Studio version:(4.1.1).
Ar foundation:4.1.9.
ARCore XR Pkugin:4.1.9.
google play services for ar: installed.
player settings:
plug-in providers
I don't think unity supports emulator based testing i tried to do the testing on xcode using emulators but the entire option didn't open up one of my seniors suggested to me that there will be a difference since some use ARM architecture and mobile emulators might not use them, so emulator checking is out of the question, easiest way to check though since unity can adapt to cross platform and iphone 6s is cheapest and the last device to support ARKit you can take that alternative by building it with Xcode.
There are logical reasons too because when you launch an AR App the mobile camera comes into play but emulator has a hard time trying to connect camera even if you do manage it you will still be disappointed with the experience
Related
I am trying to develop a Windows Form Application (not WPF) where I would require to preview numbers of cameras available on a tablet or PC, take pictures and then save the pictures in the device.
I am very new to this kind of application development and recently came accross Media Capture but I can not find a good lead to start with.
Can anyone let me know how to approach or how can I build the application with the aforementioned features or provide a good lead??
P.S. Found a good example on https://code.msdn.microsoft.com/windowsapps/media-capture-sample-adf87622/ but it uses XML not the Win Form Application type.....
What kind of cameras do you have? If the cameras support onvif, then there is a good onvif camera software you could try. You can handle many cameras with it, you can take snapshots so I guess it could work for you.
If anyone has developed WP apps before you know that you can't pass certification if your app stops music that is currently playing without the users consent.
I did see this question here which might have worked for WP7 apps but it apparently doesn't work for WP8. I assume it doesn't work because the WP8 OS doesn't support XNA (It is only backward compatible, and if you developed the app using 7.1).
Has anyone come across the solution for detecting background music in WP8.
I believe checking for MediaPlayer.GameHasControl is what you're looking for. Use that property and other members of MediaPlayer to satisfy application certification guidelines 6.5.1 Here's an end-to-end example of how # http://henry-chong.com/2012/02/pro-tip-including-background-music-for-your-windows-phone-app/
BTW, 6.5.x application certification requirements don't apply if your app is a Music+Video app. That's one way to address 6.5.1 :)
I believe that Microsoft.Xna.Framework.Media.MediaPlayer.State is still supported in Windows Phone 8 (MSDN source):
You can reference and use the following XNA Framework assemblies in
apps that target Windows Phone OS 8.0:
...
Microsoft.Xna.Framework.Media.dll
...
After watching a little bit of the summit keynote I kind of heard conflicting reports about it, but is it official that XNA is being dropped for WP8? I'm guessing since the future version of WP supports previous generation of apps that this is probably not true.
If it is though is using C# even an option for games or is C++ with DirectX the only way to go?
the official wp7dev twitter account had this to say too
"XNA Framework apps are fully supported in WP8. The new WP SDK will support building XNA Framework games for both WP7.x & for WP8"
https://twitter.com/wp7dev/status/215513026374270977
Personally given the lack of XNA updates or information and the lack of any Metro support on windows 8 I'm staying a little skeptical until I see an SDK and the publishing rules.
Mary Jo Foley had this to say about that:
Microsoft officials have said the XNA tools/runtime environment used primarily by game developers isn't supported on Windows 8. On Windows Phone 8, XNA is "supported," so existing Windows Phone games will run. But Microsoft's advice to phone developers going forward, just like it is for Windows 8, is to use native code, meaning C and C++, to write games.
As the public WP8 SDK is now available, I can confirm that you cannot develop XNA apps for the #WP8 platform directly. You can only target the WP7 platform with your XNA apps and they will run on WP8 devices just fine.
I'm sure it's too early to speculate on this at this point, we'll see when the SDK is released. But from what I've seen so far - I would say yes, XNA might not be officially supported WP8 and onwards (read - new features will probably only be available via the DirectX interface, but existing features will continue to be supported). However, according to this thread, games that use Monogame to run on Windows 8 metro will pass certification. So in one way or the other, the platform will not die.
Edit: I just noticed this tweet from Shawn Hargreaves: Windows Phone 8 runs all 7 apps including XNA ones. We're adding new features (native code, D3D) not taking away old ones
I've been working on and off on an XNA game that I had started with VS2010 & WP 7 SDK, and later upgraded to 7.5 (Mango). I loaded up that project in VS2012 and the WP8 SDK and it ran just fine, compiled with no errors and ran smoothly.
As previously stated, XNA projects in VS2012 and the WP8 SDK can only target the WP 7.1 platform. On the upside, all phones running WP 7.5, the upcoming 7.8 and WP8 will run your game without any issues. From that point of view, XNA is fully supported in the WP8 SDK, on WP8 devices, but these WILL NOT be WP8 projects.
By not being WP8 projects, the downside is that you CANNOT use WP8-exclusive features, such as:
In-app purchasing / micro-transactions (this one hurts XNA devs the
most)
Your games will always be 800x480 since you need WP8 projects to support higher resolutions. Your XNA games should automatically scale up when run on devices with a higher res
Exclusive WP8 networking features & APIs, including Bluetooth and NFC
Speech and voice recognition APIs
Your XNA game cannot register a protocol extension for app-to-app communications
New Live Tile templates
The dev highlights for WP8 are on the wpdev blog at http://blogs.windows.com/windows_phone/b/wpdev/archive/2012/11/05/windows-phone-8-developer-platform-highlights.aspx.
Well i have a htc diamond 2 which run on wm6.5, I would like to access the built in camera to capture image.
I am not building wm app, i want to build a c#(or any other .NET) winform app that run on windows 7 platform.
Is that possible?
I found some articles about directshow.net,wia,windowsmobile camera capture dialog etc.But i really have no idea on how to start it.
So my question is:
How do i establish a connection to my phone(i have to initiate a connection between my pc and phone's camera first right?),do i need to download any windows mobile sdk?
To control the camera, do i need any driver installed?
Do i use htc camera api/sdk(which i can't find) or windows mobile api/sdk to control the camera?
For HTC devices DirectShow cannot be used. The problem is that HTC provides only basic DirectShow API, and you will be able only use very small resolution from camera 320x240. HTC doen't provide any SDK. But I found very useful components for Windows Mobile Direct Show on this page. They are paid but quite good. I think it is worth to check. I'm using Player Control for DirectShow video playing. And there HCTCamera component (Some raw version I think still free) which I didn't check but you can:
HTCCamera Control
Im trying to create a media player (in C# .net 4.0) that will work on windows XP (SP3), vista and 7. Normally I would just go the easy way and use WPF's own MediaElement, but since that relies on Windows Media Player 10 or newer, that wont work as Windows XP SP3 may only have WPM9.
First I tried downloading Jerimiah Morill's WPF MediaKit sample application, but this used the EVR which wont show on my test machine (a Windows xp SP3 only with default codecs and default programs, plus the various .Net framework installations). I also downloaded the binaries and tore these apart, creating a new project only with reference to the DirectShow-dll and the bare minimums from the WPF mediakit, this time with no reference whatsoever to EVR. Still no luck. This i'm having a hard time understanding - should'nt even Windows XP be able to play movies using VMR stright out of the box?
I found some samples of media players where one of these works. This one is called DxPlay and uses directshow's graphbuilder, but is built in winforms, has some rather raw-looking code, and will not scale, seek, handle audio, and in general seems rather sketchy.
So, Is there any easy way to create a media player that will play on all the mentioned platforms without pushing WMP10+? I had high hopes for WPF MediaKit, but something is preventing it from playing on Windows XP SP3 (any solution to this would be very interesting).
Thank you very much in advance!
-ruNury
I would try to wrap VLC media player in your .Net project.
Here are some .Net projects that might help you:
http://vlcdotnet.codeplex.com/
http://sourceforge.net/projects/libvlcnet/
http://www.codeproject.com/Articles/109639/nVLC
MSDN suggest EVR (Enhanced Video Renderer) for video output in systems where it is supported: Windows Vista and later. With its introduction, its predecessors - Video Mixing Renderer filter (versions 7 and 9) were cut on smooth scaling of video. Video Mixing Renderer 7 is also less capable in terms of customization, however it consumes far less resources (does not use Direct 3D) and you can output way more videos at once.
Your standard solution here is to support both VMR and EVR output and use the latter starting Windows Vista, fall back to the former otherwise.
EVR is "unofficially" installed in Windows XP with .NET runtime and can be used with an instantiation trick: you the respective DLL is not COM registered and you cannot create an instance using CoCreateInstance API, however you succeed if you do CoLoadLibrary, DllGetClassObject and friends.
For C# development you typically consume DirectShow through DirectShow.NET Library.