Unity LogitechSDK cannot detect my G29 Steering wheel - c#

I try to develop a driving simulator, I started with G27 steering wheel and everything works fine with LogitechSDK in Unity. But when I switch to G29, the SDK seems cannot detect the steering wheel. But by using Unity default crossplatform control, I can see Unity take the input from G29 just fine.
No Connection from SDK Picture
But Unity can detect disconnection and reconnection
I can't understand what happened here.

I can't solve your problem but would just like to share my experience in case it helps.
About a year ago, I too tried to build a driving simulator in Unity using the G29. I was able to obtain input from the G29. Some steps I took were to ensure that the Logitech Gaming Software application was installed and running, and to set up the InputManager for the joystick (you'll need to map out the controls).
However, I was unable to get the force-feedback to work, due to a bug on Logitech's part (I managed to contact their tech support, who was also unable to solve it). I haven't since been following the news of whether they've managed to fix it, perhaps you'd know (:

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Unity 3D freezing after leaving Game Mode (MRTK)

I've been working in a project some weeks now in a Mixed Reality project using Unity and MRTK and I've found a strange behaviour when adding screen capture to the application. I'm using Unity 2019.4.26f1, and I haven't found any issues so far but after adding this line of code
ScreenCapture.CaptureScreenshot("test.png");
into a script, I've realised that when I press Play and go into Game mode, everything goes correctly (the game starts, the screenshot is taken). BUT when I stop it and try to go into Play mode again, Unity freezes. If I don't press Play again, Unity still works until it tries to compile scripts or some heavy task like that, when it freezes and can only be closed with the task manager.
If I remove that line, Unity goes back to normal.
This issue cannot be reproduced in Unity 2020.3 LTS. Does this happen when the remoting play or in Editor? According to Choosing a Unity version and XR plugin - Mixed Reality | Microsoft Docs, if you target to HoloLens 2, please upgrade to the recommended 2020.3 LTS version that is stated in the document.
In addition, ScreenCapture is a Unity built-in class and if there are any usage questions, you may find support from Unity forum.

Unity LowLevel Touch Screen Detect android

I was Working on a new application on unity and i wanted to make the perfamonce good for phones so what i did is i killed the playerloop that's mean i switched to the lowlevel unsing unityengine.lowlevel (playerloop) but the problem is i can't detect any touches i tried everything :
button click (normal) - dosn't worked
event systems - dosn't worked
addlistener button - dosn't worked
mouse click on the update - dosn't worked
so i read some unity articles and everything in stackoverflow and i didn't find anything .
will i killed the playerloop because a developer named "Jon Manning" sad sow and he explained how to detect touches on iphone and he did say that detect touches on android is possible but he didn't say how you can see the video here to better understand : https://www.youtube.com/watch?v=C7CZyqHGKXw&t=1812s
so if anuone can help i will be very greatfull
I personally have created an Android app before, and the easiest way to detect touches on Android phones are with these functions:
private void OnMouseDrag() { // called every frame the user has their finger held down while touching the collider or GUI element }
private void OnMouseDown() { // called when the user presses the collider with their finger }
They work perfectly for single-touch applications, if you want multi-touch capability there are other methods you can use.
The only caveat is that these functions are only called when the user's finger touches the collider, so every object you want to have interacted with must have a collider attached, along with this script.
There are also other OnMouse functions which you can look up on the Unity Docs, if you want more control.
I don't Really understand Why unity realised the UnityEngine.lowlevel if there is no way to keep using the app or the game ones you kill the playerloop ,Will i know that it work on ios but What about android i think android is really important than ios because there is like 7% of the world using ios and the rest using android ,Will i know that the propably 7% are reach but i thnik that is not good reason
I will be using android studio and java for my app , and i hope unity team will do something about that and if anyone searching how to wake up from the lowlevel if you're not building for ios don't bother you're self go create plugin if possible or just don't use the low level and of course google play will not give you a nice number of downloads because of the perfamonce and the battery , unity is only for games stick with that i already made a lot of apps non of them got more than 10k downloads because of the perfamonce and the battery

How to use LibVLCSharp to stream in game footage from Unity?

I would like to implement an application that is composed by a server application (built with Unity for Windows), where the actual simulation is running, and a client application (built with Unity for Android) to which the rendered game view is streamed to; in other words I want to do remote rendering in Unity and both ends are implemented with Unity.
I have found, among others, LibVLCSharp, which looks quite promising.
My questions are:
- Is it actually possible to achieve the indicated functionality with LibVLCSharp and Unity?
- Does someone know sources where a potentially similar project has been documented?
Unity implementation is currently actively being worked on. It hasn't been open sourced yet and doesn't work quite well for now.
Expect communications on LibVLCSharp if we manage to make it work !
First question: no.
Second question: there can't be any.
"Unity is not officially supported yet, this was a closed beta test. Unity will be supported in LibVLCSharp 4.0" source

Cannot display Ovrvision image on Unity application

I am Using Unity 5.4.0f3 Personal(32bit), I developed demonstration application to display camera picture and three-dimensional AR which I acquired in Ovrvision Pro on Oculus Rift.
So I place prefabs, OVRCameraRig (view point camera) and OvrvisionSDK (Ovrvision imaging) from package ovrvision_unity5_includeOVR.unitypackage, and locate moving 3D objects. I intend an application that the 3D objects are moving in front of the video captured at Ovrvision.
Placing image
However, Ovrvision seems not to be recognized. The inspector of OvrvisionSDK says "Ovrvision status closed". And pressing [Play] button, "Ovrvision Open Error" occurs.
Ovrvision Open Error on Play
And when I connect Oculus Rift into the PC, the Unity editor crashes.
The version of Unity editor is 5.4.0f3, and the firmware version of Ovrvision Pro is 1.1, the latest.
I started developing with Unity only one and half month ago, and I may misunderstand the role of various packages and prefabs of Unity.
Best regards,
ichihara456
I am not sure if this is the solution to your problem, but I had similar issues with ovrvision (not using Unity, though). Turns out that in my case one USB port I was using was not a USB3 port (needs to be blue).
Might be worth a try...
Good luck!

Does Google Cardboard SDK work with Unity 5?

I have converted my working project from Unity into Unity 5 and now the stereoscopic display doesnt work.
It seems like the stereoscopic effect doesnt work. The display is split in the middle, and the shader is applied, but it seems like there is only once camera. Like there are no eye cameras.
The weirdest thing is that everything works perfectly in the editor, but when I run it on device it seems like the cameras are disabled.
I went through and tried everything in the "known issues" in Cardboard SDK Release Notes, but nothing works.
Has anyone succesfully run a Cardboard game on Unity 5?
Yes, I have done. Mine isn't big one but has major things that can be said to be using UNITY features as well. I cant predict your problem as such but Answer to this post is certainly YES.
I don't think that anyone has posted this yet, but it appears that the SDK is currently broken in Unity 5.
From: Cardboard SDK Release Notes
Unity 5 rendering issues: As of Unity build 5.0.0f4, the following steps should be taken to fix or ameliorate any rendering issues, such as an all-black screen, flashing textures, or non-stereo views:
Enable the Development Build option in the Build dialog. This seems to fix various rendering glitches, like flashing textures.
The root cause of the rendering glitches is under analysis, with assistance from Unity.
I have also found that the app has rendering issues when it initially runs when you hit "Build and Run". Closing the app from the task switcher and restarting seems to resolve the issue.

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