I am developing an application for Hololens through Unity3D. When I run my Unity3d application on Editor, it works fine.
But when I try to build it on Universal Windows Platform, it gives me this error
Failed to find a placeholder ('Assets/JsonDotNet/Assemblies/Standalone
/Newtonsoft.Json.dll') for 'Assets/IBMSdkCore/ThirdParty/JsonDotNet
/AOT/Newtonsoft.Json.dll', ensure it exists, or change plugin settings for
'Assets/IBMSdkCore/ThirdParty/JsonDotNet/AOT/Newtonsoft.Json.dll' accordingly.
I am not sure why? When I build it on Windows Standalone, it generates an exe file. Not sure why it doesnt work only for UWP?
Related
My unity project includes an unmanaged dll that links to portaudio dll which I've built, everything is configured and built for x86_x64 architecture. My unmanaged dll uses portaudio to open an ASIO audio stream.
I want to build it as Universal Windows Build.
The problem is: a standalone build of unity project works properly on windows 10, also Unity editor works fine, but when I build a Universal Windows Build I get a working application but without sound at all. Logs show that portaudio opens stream successfully and gets all properties of the ASIO driver, which in my case is ASIO4ALL, however when I call PaAsio_ShowControlPanel() it opens ASIO4ALL's settings window, but shows that it sees no hardware devices at all, as opposed to listing them when running the same method in a standalone build.
I tried enabling mic permission in unity, visual studio and windows settings.
I also tried running everything as admin, did not work.
Debug output I got when building the generated visual studio 2019 solution included those lines:
Exception thrown at 0x00007FFDD17BD759 (KernelBase.dll) in MyApp.exe WinRT originate error - 0x80004005 'The window has already been destroyed.'.
onecoreuapdriversmobilepcsensorsconvergenceapiwinrtpublicinternalsensorserver.cpp(74)Windows.Devices.Sensors.dll!00007FFD7C3A2E23 (caller 00007FFD7C3EDA61) ReturnHr(3) tid(4a70) 80070490 Element not found.
I have looked through the Microsoft documentation but everything seems to want you to run everything with the development code. I used a bitbar tutorial to help start my C# xamarinui test framework. I have the emulators working I just want the apk and ios apps to install as the first test. I know how to drag and drop and put the app on the phone manually. I am looking for a way to get the app to install and launch through test code or by some operation. I do not have access to the source.
Only for the Android case, google for the apk, usually they are available on sites like apk pure etc. If the apk has executables for x86 inside you could install in on android simulator using just drag and drop.
For iOS this seems not possible as the installer has to be signed with appropriate profiles that only app developer has in his possession.
I'm working on a Unity app that targets Android as platform. It's necessary that this app continues to run even when it does not have the focus in Android. My research so far brought me these possibilities:
Export the project as an Android gradle project and manimpulate the app's lifecycle in the UnityPlayerActivity, as described here
Use a (native Android) service, as often described, e.g. here
So far I have not succeeded in getting to run any of the options, so:
Is there any 'native' Unity way to achieve that the app runs in background? And are there conditions that my Unity app has to satisfy for this?
I exported a WPF project to UWP and I want to run the built application package project on a HoloLens emulator, but it doesn't exist in running parameters. screen screen2
Packaging a WPF desktop application as an APPX or MSIX does not make it universal in the sense that it will run on anything else than desktop devices.
A desktop app is still an x86 or x64 bit application and it won't run on HoloLens.
Systems: Windows 10, Visual Studios, Xamarin, Cross platform Mobile Design, Xamarin Live app on iPhone X.
Inside of my MainPage.xaml file, I added the following code:
BackgroundImage="Users\Zakariah Siyaji\Desktop\3840X2160-HDR-Wallpaper-1.jpg"
Without this line, my code compiles and runs correctly. With this line of code, I do not receive errors; in fact, the output window displays: "Deploy to iPhone Player succeeded." But, the Xamarin Live App crashes on the iPhone X. I am having trouble displaying a background image to my carousel page. Is there a fix that I am missing? Do I need additional code?
you cannot access your local pc files from mobile phone,
if you need a background image, then Add it to drawable for android and for ios add it to assets folder under Resources folder.
later you can access it by using
BackgroundImage="image.png";
Your phone cannot access your computer file system.