Hololens falls asleep if moveless - c#

In my app I need to measure a camera data if the glasses are moving or not. I get the data with:
quaternions["x"] = Camera.main.transform.rotation.x;
quaternions["y"] = Camera.main.transform.rotation.y;
quaternions["z"] = Camera.main.transform.rotation.z;
quaternions["w"] = Camera.main.transform.rotation.w;
quaternions["tx"] = Camera.main.transform.position.x;
quaternions["ty"] = Camera.main.transform.position.y;
quaternions["tz"] = Camera.main.transform.position.z;
If I move the glasses, the app works fine. But if I leave the glasses on the table, then after 4 minutes the glasses disable display and the code returns last stored data. Even if the charge cable is plugged in. If I press enable button on the glasses, the display is on again and the data is also right.
Is there some possibility to prevent the glasses falling asleep?

According to comment of #Kay, the solution is adding the line:
Screen.sleepTimeout = SleepTimeout.NeverSleep;
NOTE: this solution works if you use MixedRealityToolkit-Unity because it needs:
using UnityEngine;

You can adjust the sleep settings using the Device Portal under System->Preference.
When on battery, go to sleep after
When plugged in, go to sleep after

Related

The new Input System doesn't trigger anything anymore

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.

Disable/enable ARKit during runtime in Unity3d - C#

Iam working with Unity3d, using C# and the ARKit plugin (2.0 from Github)
In my current application iam using the ARKit for measuring distances. The tool iam creating needs this functionality only for this reason, so i was wondering how i could enable the ARKit, when the user needs the ruler and disable it, if not.
I want to avoid that there is some performance losing while the user is using a non ARKit Tool. Em i right if i would say, that the ARKit still works in the background, if you where initializing it once? Iam new on the ARKit thing, so i dont have an perfect overview of how to handle it.
To drop some Code lines makes no sence, its basically the plugin importet into the project, and my own script which depends on some functions - i didnt changed anything in the source code of the plugin. The measuring tool itself which i programmed works pretty well, but i could not determine how to activate and deactivate basically the ARKit.
Can someone help me out with this? When iam disabeling the GameObjects, the scripts are running at it seems to be a "dirty" method to avoid those functionallitys but i have to make it clean (for excample also the video map in the background needs to be disabled - and i guess those ARKit functions will not be paused or disabled, just because some scripts are disalbed, it seems the api still runs in the background because it lags when i do so)
If you need more informations, please let me know. Every help or suggestion would be very nice.
Thanks a lot!
The current ARKit API doesn't have a method to disable or enable it in Unity, during run-time at this point.
With than being said, Unity has its own function to enable and disable VR, AR or XR plugins. If ARKit is built correctly, this method should work. So, you might be able to disable/enable ARKit by setting XRSettings.enabled to false and enable it by setting it to true.
It's also a good idea to call XRSettings.LoadDeviceByName with an empty string, wait for frame, before setting XRSettings.enabled to false to disable it:
IEnumerator DisableAR()
{
XRSettings.LoadDeviceByName("");
yield return null;
XRSettings.enabled = false;
}
then call to disable:
StartCoroutine(DisableAR());
I guess I am answering a pretty old post. I found a way but I don't know if that is what you are expecting.
Like #Programmer told
The current ARKit API doesn't have a method to disable or enable it in Unity, during run-time at this point.
So the way that I used is incorporating Programmer's code along with that if you need the camera to render some skybox or solid color, I have done something like that in Non-AR mode by saving the current texture before changing it, as the live video is given as texture to the material and after saving that changed the texture to null and when you want to re-enable AR you set the textures back to the saved value and it gets loaded correctly.
bool ARMode;
bool isSupported;
Camera cam;
UnityARCameraManager ARCameraManager;
private Texture2D _videoTextureY;
private Texture2D _videoTextureCbCr;
private void Awake()
{
cam = Camera.main;
isSupported = FindObjectOfType<UnityARCameraManager>().sessionConfiguration.IsSupported;
ARMode = isSupported;
ARCameraManager = FindObjectOfType<UnityARCameraManager>();
}
void DisableAR()
{
XRSettings.enabled = false;
ARCameraManager.enabled = false;
_videoTextureY = (Texture2D)cam.GetComponent<UnityARVideo>().m_ClearMaterial.GetTexture("_textureY");
_videoTextureCbCr = (Texture2D)cam.GetComponent<UnityARVideo>().m_ClearMaterial.GetTexture("_textureCbCr");
cam.GetComponent<UnityARVideo>().m_ClearMaterial.SetTexture("_textureY", Texture2D.blackTexture);
cam.GetComponent<UnityARVideo>().m_ClearMaterial.SetTexture("_textureCbCr", Texture2D.blackTexture);
cam.clearFlags = CameraClearFlags.SolidColor;
cam.backgroundColor = Color.black;
cam.GetComponent<UnityARVideo>().enabled = false;
}
void EnableAR()
{
ARCameraManager.enabled = true;
XRSettings.enabled = true;
cam.clearFlags = CameraClearFlags.Depth;
cam.GetComponent<UnityARVideo>().m_ClearMaterial.SetTexture("_textureY", _videoTextureY);
cam.GetComponent<UnityARVideo().m_ClearMaterial.SetTexture("_textureCbCr", _videoTextureCbCr);
cam.GetComponent<UnityARVideo>().enabled = true;
}

Get status of night light mode in Windows 10

I am using the desktop duplication api to grab the screen content and as it turns out, the new night light mode ('Nachtmodus' in German) is not applied in the grabbed screen content.
How do I read (if possible directly in c#) the night mode status (enabled, color shift amount)?
or
How can I tell Windows to give me the color shifted image using the desktop duplication api?
Basically, I want to know the state of what is configured inside these red boxes:
Background: I am working on an ambilight implementation and if the night light mode is enabled, the color shift is not reflected in the LEDs around my screen and so the colors are off between screen content and 'around screen'.
This method works for me in Windows 10 Version 2004
private static bool IsNightLightEnabled()
{
const string BlueLightReductionStateKey = #"SOFTWARE\Microsoft\Windows\CurrentVersion\CloudStore\Store\DefaultAccount\Current\default$windows.data.bluelightreduction.bluelightreductionstate\windows.data.bluelightreduction.bluelightreductionstate";
using (var key = Registry.CurrentUser.OpenSubKey(BlueLightReductionStateKey))
{
var data = key?.GetValue("Data");
if (data is null)
return false;
var byteData = (byte[])data;
return byteData.Length > 24 && byteData[23] == 0x10 && byteData[24] == 0x00;
}
}
You can check the output of
GetDeviceGammaRamp
Function from the Win API. Compare the output to Night Light ON and OFF and you should detect it.
Or you can try to monitor this Reg key for changes
HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\CloudStore\Store\Cache\DefaultAccount\$$windows.data.bluelightreduction.settings\Current
I think I found the registry entry that reflects the current night light status.
[HKEY_CURRENT_USER\Control Panel\Quick Actions\Control Center\QuickActionsStateCapture]
"Toggles"="Toggles,...,Microsoft.QuickAction.BlueLightReduction:true,..."
Although it is not very reliable because I think it requires that this particular toggle should be visible...

Canon EDSDK Command TakePicture blocks everything after focus error

I'm using the Canon SDK 2.1 and i am trying to take a picture at the camera from C# code.
I started a session (EdsOpenSession) and everything works fine with this line of code:
EDSDK.EdsSendCommand(cameraDev, EDSDK.CameraCommand_TakePicture, 0);
the camera takes a picture and stores it on memory card.
The problem is here: if there is an AF error (e.g. the lens cap is on), the camera gets 'BUSY' and never gets back.
Also if i try to shut down the EDSDK with the functions EdsCloseSession or EdsTerminateSDK, they blocks. The only thing to get it up again is to restart the application and the camera.
I'm using an EOS 100D.
What can i do to get ignore these AF error and try to take another picture?
I have also just had this issue.
I have solved it by Sending a half button press to focus followed by a full button press to take the photo if that succeeds.
try
{
EDSDK.EdsSendCommand(cameraDev, EDSDK.CameraCommand_PressShutterButton, 1); // Half
EDSDK.EdsSendCommand(cameraDev, EDSDK.CameraCommand_PressShutterButton, 3); // Completely
}
finally
{
EDSDK.EdsSendCommand(cameraDev, EDSDK.CameraCommand_PressShutterButton, 0); // Off
}
I have the same problem with Canon EOS 1100D, but I've found http://digicamcontrol.com which is open source. They've managed to make autofocus working, but I haven't found what exactly they did. Maybe you can find it. I if you do, please share the solution.

Pausing and resuming mp3 with WMPLib and C#

I'm working on a simple mp3 player project with C# and the WMPLib library. The idea is to make it controllable with a PIC component, to control media playing in the PC from "anywhere" in my house (yes, this is a college project).
The problem: I can't get the WindowsMediaPlayer.controls.play() method to resume a paused playback. How should I do it?
I've already tried to save and set the WindowsMediaPlayer.controls.currentPosition property, but it doesn't work.
PS:
The same problem: http://social.msdn.microsoft.com/Forums/en-US/windowspro-audiodevelopment/thread/770d22fc-7ef1-475e-a699-b60e2282a7c7/
Different problem: pause and resume Windows Media Player in C#
Thanks in advance
EDIT: WindowsMediaPlayer.controls.currentPosition works fo setting the position, but not for getting it:
double time = Player.controls.currentPosition; //Returns 0 always
Player.controls.currentPosition = time; //Works fine, makes music jump to time seconds
...
double time = Player.controls.currentPosition; //return always 0 for you, because you pause first and after get the value
Player.controls.pause();
Player.controls.currentPosition = time;
Player.controls.play();
You can get currentposition by converting it to string for example:
label1.text = convert.tostring(Player.controls.currentPosition);
I've used a label to show you the exactly currentPosition value.
Regards

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