Edit
I found out, that the requirements for showing a notification consist of setting a content-title, a context-text and a small icon. The last of which I do not do. Unfortunately, I don't know, how to provide a small icon especially in unity.
Original Question
I'm currently trying to show a notification from a unity-instance via android. I want to show the notification, when the user enters a specific gps-area. Thus, the script should run, when the app is paused. That's why I want to use the android-functionality.
With this code, I currently try to show the notification manually:
public void createNotification(){
NotificationManagerCompat nManager = NotificationManagerCompat.from(curContext);
NotificationCompat.Builder builder = new NotificationCompat.Builder(curContext, CHANNEL_ID)
.setContentTitle("Stuff")
.setContentText("MoreStuff")
.setPriority(NotificationCompat.PRIORITY_DEFAULT);
nManager.notify(1551, builder.build());
}
The context is stored in a static variable and is set, when calling the method.
The function is called in C# with:
PluginInstance.Call("createNotification");
The PluginInstance works, the function can be called, but I get the error:
AndroidJavaException: java.lang.NoClassDefFoundError: Failed resolution of: Landroidx/core/app/NotificationManagerCompat
I found the solution for my problem: I used the Unity Android Jar-Resolver in which I provided the *Dependencies.xml (Where the * presents the Name of my project). In the *Dependenices.xml I specified: <androidPackage spec="androidx.appcompat:appcompat:1.1.0"> and run through the steps, provided in the Tutorial of the Resolver.
Afterwards, multiple dependencies appeared in my /Assets/Plugin/Android-Folder, which were successfully transferred to the app, when building it.
Related
We have a desktop Windows app (written in WFP/C#) that we distribute as a single .exe file with no installer (it bundles all its dependencies via a Fody/Costura plugin).
We would like to integrate a local Action Center toast functionality where the app can display a toast and respond to it when it's clicked.
Displaying the toast is straightforward and can be done by using the Microsoft.Toolkit.Uwp.Notifications nuget package. However, in order to actually receive proper notifications when the toast is clicked in the Action Center (as opposed to the balloon tip) we need to register with notification platform.
The guide on how to do this seems to be focused on apps with an installer (e.g. Wix): https://learn.microsoft.com/en-us/windows/uwp/design/shell/tiles-and-notifications/send-local-toast-desktop?fbclid=IwAR2AoHRKI88VNGRG-pTUytwhkMuovWT4bEr0RoXEayWpWsoGlghtZeq4Mo4#step-4-register-with-notification-platform
The specific task we're trying to achieve is, from the documentation:
If you're using classic Win32 (or if you support both), you have to declare your Application User Model ID (AUMID) and toast activator CLSID (the GUID from step #3) on your app's shortcut in Start.
How can we do it without writing an installer? We would like our app to do this registration on first run.
Note: the app already has provisions for elevating itself through UAC if needed by restarting itself in Administrator context.
Additional references: WPF native windows 10 toasts
[Update]
I managed to follow the instructions in https://learn.microsoft.com/en-us/windows/uwp/design/shell/tiles-and-notifications/send-local-toast-desktop
and https://learn.microsoft.com/en-us/windows/win32/shell/enable-desktop-toast-with-appusermodelid to put together what should have been a working solution, but in the end, clicking on toasts in the Action Center does not trigger OnActivated() in my NotificationActivatior.
Salient points:
Sending notification
var toast = new ToastNotification(toastXml);
DesktopNotificationManagerCompat.CreateToastNotifier().Show(toast);
Registration:
string shortcutPath = Path.Combine(
Environment.GetFolderPath(Environment.SpecialFolder.Programs),
"Toasty.lnk");
DesktopNotificationManagerCompat.RegisterAumidAndComServer
<MyNotificationActivator>(AppName);
DesktopNotificationManagerCompat.RegisterActivator
<MyNotificationActivator>();
if (!File.Exists(shortcutPath))
{
ShortcutManager.RegisterAppForNotifications(
shortcutPath,
Assembly.GetExecutingAssembly().Location,
null,
AppName,
ActivationId);
}
Creating a shortcut
public static void RegisterAppForNotifications(
string shortcutPath,
string appExecutablePath,
string arguments,
string appName,
string activatorId)
{
var shellLinkClass = new ShellLinkCoClass();
IShellLinkW shellLink = (IShellLinkW)shellLinkClass;
shellLink.SetPath(appExecutablePath);
IPropertyStore propertyStore = (IPropertyStore)shellLinkClass;
IPersistFile persistFile = (IPersistFile)shellLinkClass;
if (arguments != null)
{
shellLink.SetArguments(arguments);
}
// https://learn.microsoft.com/en-us/windows/win32/properties/props-system-appusermodel-id
propertyStore.SetValue(
new PropertyKey("9F4C2855-9F79-4B39-A8D0-E1D42DE1D5F3", 5),
new PROPVARIANT(appName));
// https://learn.microsoft.com/en-us/windows/win32/properties/props-system-appusermodel-toastactivatorclsid
propertyStore.SetValue(
new PropertyKey("9F4C2855-9F79-4B39-A8D0-E1D42DE1D5F3", 26),
new PROPVARIANT(new Guid(activatorId)));
propertyStore.Commit();
persistFile.Save(shortcutPath, true);
}
[Update]
Finally got it to work - not sure what was wrong before, but the final version seems to be okay. Full code: https://gist.github.com/davidair/c4ea207bf6eece4ef08b97ab29a3036f
I have the same problem with my project now.
Managed to find this repository - https://github.com/felixrieseberg/electron-windows-interactive-notifications
Here's C++ implementation for installing shortcut (InteractiveNotifications file, InstallShortcut method). I guess the problem is how we set the value to PropertyStore, string GUID is not suitable for some reason. Still, I wasn't able to solve the problem for now.
UPDATED: Finally, was able to install shortcut from code! Check my example at Github. https://github.com/romayavorskyi/WpfNotificationTest (still a lot of hardcode, but it should give you the general idea). And you were right, shortcut path matters. It seems shortcut should be in the ProgramData folder for correct work.
I am trying to access the GPIO on my custom SBC using Windows 10 IoT Core. I have discovered that I must use LightningProviders to accomplish this . So I tried to follow this guide to use lightning providers properly.
I used very simple code:
if (LightningProvider.IsLightningEnabled)
{
LowLevelDevicesController.DefaultProvider = LightningProvider.GetAggregateProvider();
}
GpioStatus = "Initializing...";
var gpio = GpioController.GetDefault();
if (gpio == null)
{
GpioStatus = "There is no GPIO controller on this device.";
}
else
{
gpio.OpenPin(1).Write(GpioPinValue.High);
GpioStatus = gpio.OpenPin(1).Read().ToString();
}
Where GpioStatus is output text on a UI.
I discovered that if I run the LowLevelDevicesController.DefaultProvider = LightningProvider.GetAggregateProvider(); line outside of the enabled check, it picks up the GPIO controller and lets me detect how many pins I have and read them (All low). However I can't change the DriveMode or write to the pins without error. The error I get just says to Make sure the LightningProviders are enabled.
This brings me back to the guide I linked at the start. It suggests to enable DMAP drivers using the Device Portal for W10IoT or DMAPUtil.exe. I have tried both. In the Device Portal the area where it should be is just blank. And in the command line trying to use the DMAPUtil.exe only returns that dmaputil.exe is not available on this system.
Therefore I am asking if there is any other way to enable the LightningProviders or if there a way to know if they are incompatible with my board?
Thanks!
UPDATE
Also tried using the devcon.exe commands in the W10IoT Command line.
I am able to locate the Direct memory access controller but when i do devcon.exe enable *PNP0200 it says it is enabled but remains disabled when checked with devcon.exe status *PNP0200
Please confirm if you have added the IOT_DMAP_DRIVER feature in your OEMInput.xml, this feature will add the DMAP driver in the image. If IOT_DMAP_DRIVER is removed from the OEMInput.xml, the Default Driver Controller will be blank in device protal, and dmaputil will be not available on Windows IoT Core. Please see the IoT Core feature list.
Update:
You can download the source of Lighting Provider, and then deploy and debug in your custom image.
This post is shamelessly a copy/paste from my post on the Unity Forums : https://forum.unity.com/threads/input-system-doesnt-trigger-anything-anymore.717386/, but Stack Overflow seems more active
TL;DR : InputSystem worked some days ago, don't trigger anything anymore, halp.
I tried the new Input System some days ago, and that's really neat ! I did a lot of stuff, trying to understand the best way to use it, and, in the end, I had a character jumping and moving everywhere, that was cool ! Then, I merged my code in our develop branch and went to bed.
Today, I want to continue my code, but my character doesn't move anymore, Actions are not triggered (even if inputs are detected in debugger) and I really don't know why. Either the code merge overwrote some important settings (I know what you're thinking and yes, the "Active Input Handling" is set on "Both" and I tried only running the preview) or I did something important during my little tests and I didn't realize.
So I decided to try to reproduce my steps on a fresh new project, maybe you guys can help me figure what do I do wrong ?
1/ Create a new 2D project (via the Hub)
2/ Install the latest Package (version 0.9.0)
3/ Click Yes on that message prompt to activate the new Input management in the settings
4/ Restart Unity Editor since it didn't restart even if the message said it would and check the project settings (yes, it's on "Both", and yes, my Scripting Runtime Version is 4.0)
5/ Create a new GameObject and add a PlayerInput on it
6/ Click on "Open Input Settings" and create an "InputSettings" asset
7/ Click on "Create Actions..." to create my ActionMap asset
8/ Create a "TestAction" on my "Player" ActionMap and set it to the key "t"
9/ Create a new Script "TestScript" that contains a OnTestAction() method (that only logs "test") and enables the test map/action (just to be sure) :
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.PlayerInput;
public class TestScript : MonoBehaviour
{
void Start()
{
InputActionMap playerActionMap = GetComponent<PlayerInput>().actions.GetActionMap("Player");
playerActionMap.Enable();
playerActionMap.GetAction("TestAction").Enable(); //Just to be sure
}
public void OnTestAction()
{
Debug.Log("test");
}
}
10/ Pressing "Play" and spamming "T" like a madman to try to display a debug (note that, in the debugger, a User is created, my "t" presses are detected, my TestAction exists and is mapped on the "t" key but no debug is displayed
It's probably a silly problem, but it's driving me crazy, what do I do wrong ? It's even more infuriating that it worked some days ago !
Additional information :
- Switching the Input Management from "Both" to "New Input System (preview) does nothing
- Checking in Update() is my action is enabled returns "True" every frame
- Checking in Update() is my action is triggered returns "False" every frame
- Using action.started/triggered/performed does nothing (I tried also switching to UnityEvent or C# events for this) :
public class TestScript : MonoBehaviour
{
InputAction a;
void Start()
{
InputActionMap playerActionMap = GetComponent<PlayerInput>().actions.GetActionMap("Player");
playerActionMap.Enable();
a = playerActionMap.GetAction("TestAction");
a.Enable(); //Just to be sure
a.started += OnTriggeredTestAction;
a.performed += OnTriggeredTestAction;
a.canceled += OnTriggeredTestAction;
}
public void OnTestAction()
{
Debug.Log("test");
}
public void OnTriggeredTestAction(InputAction.CallbackContext ctx)
{
Debug.Log("test triggered");
}
}
Injecting directly the InputActionReference of my TestAction and using it does nothing
Forcing "Default Control Scheme" and "Default Action Map" does nothing
Using BroadcastMessage or UnityEvents doesn't work
You probably tried to import a new input system package for multiple input devices compatibility. These types of errors are due to conflict between old and new input system packages and are probably resolved in the latest updates.
To resolve this issue, Go to Edit -> Project Settings->Player->Under Other Settings under Configuration is the option Active Input Handling. Select Both. Unity will restart. Now your problem should be solved. You will be able to use old input system packages and the new ones also simultaneously.
Check for rogue users in the input debugger
I was having very similar symptoms (Input System would randomly just stop sending callbacks). When I opened up the input debugger, it was registering the key presses, but the callbacks were never being called in my script.
Restarting Unity didn't help.
Rebooting didn't help.
I also discovered in the input debugger that there were 2 "users" in the input system and (by process of disabling Game Objects in the scene one at a time) discovered that I had accidentally attached another copy of my Input Action Asset to a different Game Object in the scene and that Unity was registering this other object as a 2nd player or "user", which was assigned all the input action bindings I was trying to capture.
The rogue Action Asset was essentially intercepting the actions, preventing the callbacks from being called on the intended script. I don't know if that's your particular issue, but maybe it will help someone else who (like me) has spent hours pouring through forums, looking for a solution to this elusive problem.
An easy way to tell if you have the same problem is to open the input debugger and see if the desired actions are actually mapped to the user of interest.
Screen clip of input debugger:
For me, there was an unexpected User #1 and only one of the users (not the intended one) actually had keys bound to the desired actions
Posting just incase others run into this issue, as this solved my problem. Make sure to call Enable() for it to start routing events.
//Create a and set the reference
private InputControls _inputMapping;
private void Awake() => _inputMapping = new InputControls();
//Route and Un-route events
private void OnEnable() => _inputMapping.Enable();
private void OnDisable() => _inputMapping.Disable();
I don't know if this will work for you but it worked for me and I was having the same issue.
I had created 2 control schemes. Mobile and Pc. Mobile required touch screen and PC required keyboard and Mouse. Doing this made my Mobile input event stop firing. So adding the Gamepad to my Mobile Control scheme allowed the events to fire again.
TLDR. Check your control scheme make sure it allows for the inputs your binding to.
I had a similar problem, reproduced with exactly the steps described in the question.
In my case, I forgot to set control schemes.
The problem was fixed after adding them.
To do so:
Open your Input Action Asset.
Select a control scheme, in the upper left corner. (say, Keyboard) (if you haven't added a control scheme to begin with, your problem may be different than mine)
Go Right Click > Edit Control Scheme.
EditControlScehme Screen Img
Click on the plus sign to add a control scheme to the list.
Add control scheme to the list Screen Img
Select the control scheme you want to add. (in this case, Keyboard)
Select control scheme Screen Img
Should look like this:
Added control scheme Screen Img
You're all set. Save everything and the problem should be fixed.
Play your game and it should work.
As of at least Unity 2020.1.2 and Input System 1.0.0 the input system will randomly stop working correctly. The only fix I'm aware of is restarting Unity.
I've asked this question over in the Autodesk Forums, and no one seems to have any answer. I'm hoping someone here might.
I'm simply trying to programatically change the Paperspace(Layout Tab) background color. Also the Command Prompt Text("Command:" to "User decides").
This is being coded to run for Autocad and Bricscad. The Bricscad system variables are:
BKGCOLORPS
CMDLNTEXT
I think the background color is located in:
...DocumentManager.MdiActiveDocument.Editor.Document.GraphicsManager but I'm still not figuring out how to get/set it.
The Command Prompt Text, I don't even know where to start.
Edit: got somewhere. Here's the layout background anyways. Still waiting on a support request for the command line prompt.
Had to add the Autodesk.AutoCAD.Interop.dll reference on top of the 3 standard ones(accoremgd/acdbmgd/acmgd).
AcP.AcadPreferences acBkgColor = (AcP.AcadPreferences)AcAp.Application.Preferences;
if (acBkgColor.Display.GraphicsWinLayoutBackgrndColor == 0) { cbxPsBackground.Checked = true; }
We've just started trying out gStreamer-Sharp, to see if we can create pipelines, with a view to writing a media player component for our .NET software. We're running on Windows/.NET, not Linux/Mono.
Some pipelines can be created, linked and run no problem, but others fail. There's a lack of documentation and support out there for this, so I'm hoping on the off-chance someone with some knowledge in this area will drive by my question and give me some hints.
Anyway, without further ado, I have a repro-case below that fails to link from an avidemux element into an mpeg4 element.
using System.Windows.Forms;
using Gst;
using Gst.Interfaces;
namespace gStreamerTest
{
public partial class MainForm : Form
{
// Pipeline.
private Gst.Pipeline MyPipeline;
// Elements.
private Gst.Element MyFileSource, MyDemux, MyMpeg4, MyDrawSink;
// Overlay adapter.
private XOverlayAdapter MySinkAdapter;
public MainForm()
{
InitializeComponent();
// Initialise gStreamer.
Gst.Application.Init();
// Create new pipeline.
MyPipeline = new Gst.Pipeline();
Pipeline pipeline = new Pipeline("pipeline");
// Construct pipeline filesrc -> avidemux -> mpeg4 -> directdrawsink
MyFileSource = ElementFactory.Make("filesrc", "filesrc");
MyFileSource["location"] = "c:\\test.mp4";
MyDemux = ElementFactory.Make("avidemux", "avidemux");
MyMpeg4 = ElementFactory.Make("ffdec_mpeg4", "ffdec_mpeg4");
MyDrawSink = ElementFactory.Make("directdrawsink", "directdrawsink");
// Output to our window.
MySinkAdapter = new XOverlayAdapter(MyDrawSink.Handle);
MySinkAdapter.XwindowId = (ulong)this.Handle;
// Add and link pipeline.
MyPipeline.Add(MyFileSource, MyDemux, MyMpeg4, MyDrawSink);
if (!MyFileSource.Link(MyDemux))
{
}
if (!MyDemux.Link(MyMpeg4))
{
// FAILS HERE
}
if (!MyMpeg4.Link(MyDrawSink))
{
}
// Play video.
MyPipeline.SetState(Gst.State.Playing);
}
}
}
Interestingly, the above pipeline works OK when we launch it from the command line. We have a vague feeling we might be doing something incorrectly here when setting up the pipeline. It seems to fail at linking the demux to the mpeg4 elements.
As I suggested, some pipelines do work. We can also play the test.mp4 in media player and load it no problem elsewhere (e.g. with gStreamer from the command line).
We're also not sure how to switch on logging for gStreamer-Sharp, or if it's even possible. If anyone can help me out here I would really appreciate it.
Thanks.
After some hints from the project maintainer, I see there are a couple of mistakes in my code. The first is that the demux cannot be linked to the mpeg4 element yet, as the demux only gets its pads when the pipeline starts. This means that I simply need to handle the PadAdded event on the demux element and do the link to the mpeg4 component there.
The second problem is that I need to convert the colour space from YUV to RGB in order for the directdrawsink to accept the input. This will involve me adding an ffmpegcolorspace element in-between.
Finally, I couldn't get debug output at all. The solution to this is to redirect stderr to the output window in Visual Studio 2010. To do this I went to project properties -> debug and put the following command line argument in: "2 > ErrorLog.txt" (without the quotes). Now I can see gStreamer debug output, which is controlled with the GST_DEBUG environment variable.
Brilliant!