So i know it sounds weird and the title is doesn't that much understandable so let me explain this first to you guys:
I have a unity virtual reality game which i build a couple of weeks now . And i uses a Leap motion device for my game and built it as an OPENVR supported on build setting. So i uses some 3rd party softwares like TrinusVR and SteamVR so that it will become a Virtual Reality even if it not built in .apk file . So when i try my game it was so very laggy(which is in my unity i've got only 50-100 draw calls and 30fps) and also it was jittery.
So i've come up with a solution . Using unity remote 5 it wasn't laggy and jittery but the problem is if i go spread my game out they can edit and mess up with my unity program .
So my question is how can i possibly make my unity project not editable when they open it on unity . Or is there any 3rd party software that i can try.
By the way i tried VRriftcat and SteamVr but still it was jittery and laggy.
Sorry for that long message. Hope someone give me some ideas .
EDIT: If i want to release this one then i'm having a problem in VRridge software and SteamVR.
The photo below shows my game.exe in my laptop using SteamVR and VRidge
and my Vridge software on my laptop is connected already on my VRidge APK on my phone. The problem occurs here now.
It my game doesn't render on my phone.
Help me guys . I tried your solution earlier so i tried it again and this happened
Related
I'm working on a Unity project that uses the device camera for AR purposes (I'm using AR Foundation). I currently have it set so that the device won't go to sleep (because I want it to operate for long-periods without user-interaction). Specifically, Screen.sleepTImeout = SleepTimeout.NeverSleep. If I didn't have this, then the device would go to sleep, and the program would stop functioning. Does anyone know if there is a way to keep the program working in the background after the device goes to sleep...similar to how music apps keep playing music? I've come up empty handed after a few hours of searching for a solution. Any help would be greatly appreciated!!!
Some people aren't finding this in more recent versions of Unity. But it's still there: In Player settings, under the section "Resolution and Presentation", you find "Resolution" and below that, there's "Run In Background".
This is only available for Web players and standalones (Anything Except IOS And Android Pretty Much), though (you won't find it when you have the iOS, Android or Flash tab selected.
While building an app for the HoloLens 2 in Unity 2019, I started using MRTK (Mixed Reality Toolkit). I repeatedly ran into problems where the app would work perfectly, as expected in Unity while running the game preview. Once I built and deployed the app to an actual HoloLens 2, however, it would not run correctly.
At first, the app was in a window similarly to here. Then, once the window was removed, the app moved as if it was stuck to the user's face instead of staying still as the user moved around it. Finally, the hand and arm recognition did not work.
I followed all of the code examples, and I know my scripts are working because they work as expected in Unity. So what is wrong? Why does the app work in Unity but not on the HoloLens itself?
This took a lot of poking around and trial and error because the issues were not directly related to my code, but rather the configuration of MRTK. These problems were because of the transition between the (now) legacy XR (Mixed Reality) system in Unity, and the new XR system. If you followed the setup on this page, you are using the legacy XR system and will need to transition to the new system. Follow the steps here to transition between the systems. Also make sure to add a TrackedPoseDriver to the camera, as described here.
Note that starting in Unity 2020, the new XR management system will be the only option in Unity, so new projects started on that version going forward should not suffer this issue.
Hopefully this experience helps others avoid the same issues!
My first question asked! I have developed a game using Unity3D and published it to google play for mobile devices. The game works on all devices so far except for the Huawei Watch 1st Gen. (yes building Unity games for smartwatches). Short of running out and buying a $200 watch to test and test more,
Does anyone know of any reason why a mobile game would work on literally every device except for one? If so how can I go about figuring this out if answers are from reach?
UPDATE I have been given a stack trace from google =)
native: pc 00000000005f8278 /data/app/com.stonegolemstudios.combatwear-1/lib/arm/libunity.so
native: pc 0000000000add428 /data/app/com.stonegolemstudios.combatwear-1/lib/arm/libunity.so
Not sure what this is but it was part of the crash report.
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)
Hope this helps to solve the problem.
If its doesnt work on specific device than your device might need update or reset, but if its doesnt work on Huawie smart watches it must be because of your resulation / screen preferances when you compiling your app, and you should check api level as well in order to solve that problem.
I hope this will help you :)
I'm part of a team porting old WebGL / Cocos2D-JS games into Unity games, but since there's a lot of them, it's taking awhile.
So one of them asks, why not just use Unity's webview (as can be seen here) to show the WebGL games while the Unity versions are under construction?
I went ahead and tried that, running off a PC with Prepros hosting some web games created with Cocos2D, which is then accessed by a link in Unity.
Unfortunately, all I get is a black page (the same web view can open google just fine, for example).
Maybe I'm just doing something wrong, but I'd like to know if this is even possible in the first place.
The objective is to get Unity to play WebGL games on phones while the actual mobile versions of those games are under construction. Can it be done?
I'm making a game in XNA and I'd like it to be multiplayer. However, upon putting in the using Microsoft.Xna.Framework.GamerServices in my games code, it causes my game to crash. I know this is because of the full XNA Game Studio not being installed.
My question is, is it possible to do multiplayer without LIVE? If so, what are some good alternatives?
I want the game to support at least 16 people doing something together.
Also, I'm not totally against LIVE, if there is a way to install XNA fully on a users computer automatically I would definitely do it. Something like when it installs the XNA redistributable upon starting up for the first time.