Day dream permission demo Hello all
I need to use READ_PHONE_STATE to know my phone number. However, I tried using PermissionsDemo created in Day dream but the permission request popup was not created. How should I use it?
However, when I call the agent's setDestination method and observe the value of destination in the very next line, the value of agent's destination is incorrect.
Any help is appreciated.
Unable to merge android manifests CommandInvokationFailure: Unable to merge android manifests. See the Console for more details.
C:/Program Files/Java/jdk1.8.0_111\bin\java.exe -Xmx2048M -Dcom.android.sdkmanager.toolsdir="C:\Users\Ideapad\AppData\Local\Android\sdk\tools" -Dfile.encoding=UTF8 -jar "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\sdktools.jar" -
Warning: Missing 'package' attribute in manifest.
I've built a business app for a customer with a desire to use ARKit. They made a security audit of the app and now complain that it is using geo-location but doesn't need it (and shouldn't because of company guidelines).
I don't use the geolocation capabilities of iOS and the app doesn't ask for permission.
The only hint I could find, is that the CoreLocation Framework is embedded. Could it be, that this comes bundled with ARKit?
XRDevice.userPresence and Samsung Odyssey I am trying to use XRDevice.userPresence to detect when a user has put on or taken off a headset, but it seems to only work after a minute of having the headset off with no motion. Can Unity confirm that it is only motion detection used for the Samsung Odyssey and not the sensor? I would like to see if I can check immediately when the user removes or puts back on the headset if possible, like the Oculus Rift does. any other pertinent information regarding how Unity's XRDevice.userPresence...
ArgumentException: An element with the same key already exists in the dictionary.
System.Collections.Generic.Dictionary`2.Add (System.String key, UnityEngine.XR.iOS.ARPlaneAnchorGameObject value) (at...
Controller not working/showing up in app In my unity project, my daydream controller doesn't show up at all after I build the app. It works if I connect a phone to my laptop as an emulator, but not after I build the app and use the actual controller. It used to work before and it works in other apps, but doesn't work in any app that I build in Unity. It doesn't even work in the GoogleVR Demo apps if I build the apk myself. The controller is definitely connected to the phone so that doesn't seem to be the issue. I was thinking it...
I have the Available Sessions Interface in this sample scene in the SharingWithUNET folder as part of the Mixed Reality Toolkit; I can only use the HoloLens emulator at the moment. When I try to do an air tap on the Start button, for some reason a network session that's supposed...
Screen Position out of view frustum View attachment 264120
I am not able to use ARKit Remote Connection. I am getting this error after connecting to iPhone using Console.Is there any way I can fix this issue?
I need to test my app with GTX 1050 – GTX 1060 Hi,
I am trying to solve an issue with my app that I can't reproduce.
From the stack trace it seems to happen with graphic card GTX 1050 and/or GTX 1060.
The issue seems to be with AnimationCurve that I don't use directly with my code.
The link of the app is https://www.microsoft.com/store/apps/9P4LGPND1VBP. It is free.
Can anybody test it and let me know if the app crashes? In that case I would like to have the unity log.