Problems with integrated vuforia with 64 bit Unity - c#

Basically, I am having trouble playing my augmented reality app in the Unity. I have done all the right things but the app just won't play. It is a very basic app that adds a spinning cube on some real life it sees in the real world. I know that vuforia can't handle the 64 bit Unity but i was hoping that there was either a hack or some emulator that I can use to open the unity scene with or something epic that I can't even conceive of. These are my first steps into augmented reality programming and it would help to actually see it work on my pc.

As far as I know, you cannot use 64 bit Unity with Vuforia. It may work for some features of Vuforia but you definitely will not be able to use the full functionality of Vuforia--there will always be problems.
One solution is obviously to just uninstall your current version of unity and install a 32 bit version (I would suggest Unity 5.1.3 (32 bit) as this is the one I know to support almost 100% of Vuforia). A note: this will NOT delete any Unity projects you have created, you will just need to reopen them in your new version of Unity.
Another solution is like what tim mentioned in his comment--to just have both 64bit and 32bit Unity installed of your computer. Just make sure that you stay as consistent as possible (i.e. make sure you don't accidentally open a Vuforia project with the 64bit Unity) as this will likely cause problems.
Best of luck.

If you want to use Unity 64 bit , you can try the newest version of Vuforia , vuforia-unity-6-0-112.It was recently released to be more compatible for unity 64 bit.You can give it a try by downloading on this link https://developer.vuforia.com/downloads/sdk. Right now im using Unity 5.4.0f3 (64-bit) and its working perfectly until now.

Related

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 LogitechSDK cannot detect my G29 Steering wheel

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 (:

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.

XNA 4.0 game doesn't do anything when ran on another PC

This issue is getting real tiresome and I've been spending atleast 2 days looking around for an answer. Basically, I want to publish a game, and I've hired a friend of mine to test it out before I officially release it. Whenever he runs it, reports as "nothing happends".
These conditions are met:
He has installed the .NET Framework 4.0 and the XNA Redistributable 4.0 (he most likely also has installed other .NET Frameworks and XNA Frameworks as well, because nothing worked).
The game is compiled onto a Release build.
GamerService referenced is removed.
A possible issue could be that he's using Win8, but as my searching experience goes, XNA DEVELOPMENT is only restricted on Windows 8, right?
So, what's going on? I'm clueless.. I even put a MessageBox.Show(); after the execution of my game in my Program.cs file via try/catch, and no results.
Are there any extreme conditions in my code that I need to meet?
Any site describing 100% of all requirements to run an XNA game and the most proper way to build it?
Any issues when using non-distributable "developer tools" in XNA coding? If so, what includes in these "developer tools", and what do I need to modify? (I noticed that on another thread).
An answer to this issue would more than make my day...
Ah, and also, I tried running it on a virtual machine ( Windows 7 ) but then it spat out a messagebox saying Index outside the bounds of the array on a perfectly valid code execution, and various other random errors such as missing files when they clearly are there.
Thank you greatly!
In summary I think your app wont run on Windows 8, let me explain:
Windows 8
A possible issue could be that he's using Win8, but as my searching experience goes, XNA DEVELOPMENT is only restricted on Windows 8, right?
Officially, desktop games using unmodified Microsoft XNA 4/is not supported on Windows 8 in any form:
Microsoft officials have said the XNA tools/runtime environment used primarily by game developers isn't supported on Windows 8. - Read more...
Redistributables
Any issues when using non-distributable "developer tools" in XNA coding?
That depends on whether they are required at runtime on the target machine. That might sound like an oxymoron but in Windows c/c++, I can have an app that depends on Microsoft DLLs but we are not allowed to deploy the DLLs, one must depend on it being present in the OS; service pack or some other form. Is there something you are missing?
Windows 7
Ah, and also, I tried running it on a virtual machine ( Windows 7 ) but then it spat out a messagebox saying Index outside the bounds of the array on a perfectly valid code execution
This is more interesting and I suspect is one of the more testable aspects of your application (also that it is not Windows 8). I suggest you setup a remote-debug session to your Win7 VM or if that is not possible, use Debug.WriteLine() or equivalent displaying critical state contents.

Receiving error unable to find entry point named glBindFramebuffer when creating a new GraphicsDeviceManager object?

I have a Unable to find an entry point named 'glBindFramebuffer' in DLL 'opengl32.dll' when running a MonoGame Windows OpenGL project, So it seems the only way to solve this problem is to wrap a try and catch around it and then it will let you compile and run the program so my question is since I know that the new GraphicsDeviceManager fails will that result in a problem later on when deploying my game?.
I recently had the exact same error when I was trying to run my game in a virtual machine. It's essentially because you don't have the correct version of OpenGL installed. OpenGL normally comes with your graphics card drivers.
There is a discussion about this issue here:
https://github.com/mono/MonoGame/issues/998
In terms of deployment you basically have 3 options:
Use DirectX instead (plain old Microsoft XNA) or you can try MonoGame's DirectX implementation, but I'm not sure if it's complete.
If you are targeting other platforms (Android, iOS, etc) you'll be using OpenGL on the devices, but this should be okay.
Ensure your game has minimum requirements specified somewhere and handle the errors gracefully when it fails telling your users to update their graphics drivers.
That said, testing in different machine configurations is still a good idea.

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