Unity type or namespace name 'Spatial Tracking' does not exist in the namespace 'UnityEngine' - visual-studio

I am working on this project using a leap motion on a mac notebook.
Unfortunately, I am getting the following error.
To my knowledge I have the latest versions installed.

The Spatial Tracking is part of the ARCore package.
In order to install it, you have to download the ARCore Unity SDK from GitHub.
You should find arcore-unity-sdk-1.19.0.unitypackage here https://github.com/google-ar/arcore-unity-sdk/releases/download/v1.19.0/arcore-unity-sdk-1.19.0.unitypackage.
Execute it and it should be auto-imported in Unity.
Then you'll have you Spatial Tracking.
If you have already installed ARCore/Spatial Tracking, delete plugins and package and reinstall following https://developers.google.com/ar/develop/unity/quickstart-android

From Window > Package Manager install the XR Plugin Management and the error will disappear:

For those who are working on Windows:
Window > Package Manager and then install the XR Plugin Management
At least it worked for me in Unity 2020.1.8 and with the Leap Motion Core Package

Related

SpeechToTextV1 - Missing required modules SSCZLib, SSCommonCrypto

I am working on XCode 9.1 project that uses IBM Watson swift-sdk SpeechToTextV1 package. After upgrading swift-sdk to the version 0.19.0 and building XCode project the compiler error has occured: Missing required modules: 'SSCZLib', 'SSCommonCrypto' pointing to the import SpeechToTextV1 statement. swift-sdk updated via Carthage.
Cartfile content: github "watson-developer-cloud/swift-sdk".
command line update: carthage update --platform ios --no-use-binaries.
How can I include SSCZLib and SSCommonCrypto modules into XCode project?
Please help. Thanks a lot.
Use carthage update --platform iOS --no-use-binaries. It takes a while, but it works.
I'm afraid that I haven't been able to replicate the problem on my machine. I started with a new, empty Xcode project and was able to transcribe audio with the Speech to Text service.
I uploaded my app here. Can you try downloading it, adding your Speech to Text credentials, and running the app?
Please make sure that the newly compiled frameworks are the ones being used. Carthage does not place the frameworks in a custom location that is referenced in the project or workspace.
For me - in addition to building the library using --no-use-binaries flag - I also had to ensure that under my target's
Build Phases->Embed Frameworks
Build Phases->Link Binary with Libraries
SpeechToTextV1.framework is included
In addition - I found that these two files made all the difference inside the Carthage folder:
Carthage/Checkouts/ios-sdk/Source/SupportingFiles/Dependencies/Starscream/zlib/include.h
Carthage/Checkouts/ios-sdk/Source/SupportingFiles/Dependencies/Starscream/zlib/module.modulemap
I could only get this to work after my project was directly referencing the Carthage folder. Deleting either of these two files caused the error to return.
The v0.21.0 release of the Watson Swift SDK fixes this issue. You should no longer have to add a link to the zlib folder in your project settings. However, you will need to copy Starscream.framework into your application in the same way that other frameworks are copied.
The solution was to externalize the Starscream dependency. Adding Starscream as a recursive dependency for the Swift SDK allows it to build independently with its own environment. When the Starscream library is copied into your application, it should automatically include the SSCZLib and SSCommonCrypto dependencies.
We test each SDK before it's release, but this problem slipped past us. Our test machine happens to have other software that adds SSCZLib and SSCommonCrypto to the path, making it available to the Xcode build. It wasn't until we refreshed the machine with a new macOS install that we were able to replicate the problem. And with v0.21.0, that problem has been solved.
Sorry for your trouble and thank you for your patience while we tracked down the solution!

Installation fails when trying to install Unity AndroidPlayer on macOS

I'm having trouble installing the latest version of Unity's AndroidPlayer (v5.6.1f1) on my macOS MacBook Pro (macOS version 10.12.5)
I already have Unity installed and working, but all I'm trying to do is add ability to run my games on an Android device (I have Android SDK configured and working from my previous Android App development)
I'm running the pkg file that I got from Unity called UnitySetup-Android-Support-for-Editor-5.6.1f1.pkg and go through the installation process, but after the installer begins to install the software, it fails and looking at the logs it states that PackageKit: Session UUID file exists - will not overwrite [some long path]/[filename].activeSandbox
Anyone knows what could be the problem? I've even restarted my Mac / re-downloaded the file with no avail...
I managed to defeat the issue by installing the required packages from the Unity Hub, instead of manually downloading & installing.
Start Unity -> click Installs -> reveal Add Modules by clicking the vertical 3 dots and select the modules required by clicking on the checkboxes.
I managed to install Android support using the full Unity3D installer and making sure that the Android support is selected. Could be a specific problem with the AndroidPlayer installation package.
If anyone else runs into this and is unable to see the Add Modules button described in the other answer, you need to install the editor through Unity Hub in order to see that option.
I removed the old editor, went to:
https://unity3d.com/get-unity/download/archive
and then clicked the Unity Hub button for the specific version I was using. That way you're able to Add Modules :)

Building Tango Unity Examples failing

I recently got a Tango tablet device and downloaded the tango-examples-unity from Github to start learning. All excited, I opened the MeshBuilder project in Unity and tried to Build it but it failed. My Android SDK and jdk are up to date and the paths are correct as set in Unity preferences. I'm using Unity 5.0.1f on a 64-bit Windows 8 system. Leibniz release notes said they migrated the samples to Unity 5 so I was trying them with Unity 5. Not to say that I didn't get the exact same error in Unity 4.6.3f1 while trying to Build the same project.
Errors:
DirectoryNotFoundException: Could not find a part of the path "C:\path\tango-examples-unity-master\ExperimentalProjects\MeshBuilder\Assets\Plugins\Android\tango-native-service-client-helperlib\bin\aidl\com\google\atap\tangoservice\ITangoLogRequestListener.aidl" or "Temp\StagingArea\android-libraries\tango-native-service-client-helperlib\bin\aidl\com\google\atap\tangoservice\ITangoLogRequestListener.aidl"
Error building Player: DirectoryNotFoundException: Could not find a part of the path "C:\path\tango-examples-unity-master\ExperimentalProjects\MeshBuilder\Assets\Plugins\Android\tango-native-service-client-helperlib\bin\aidl\com\google\atap\tangoservice\ITangoLogRequestListener.aidl" or "Temp\StagingArea\android-libraries\tango-native-service-client-helperlib\bin\aidl\com\google\atap\tangoservice\ITangoLogRequestListener.aidl"
What I've tried so far:
Downloading a different version of the projects. The only project that I was able to build from this other version is PointCloud. Couldn't build anything else.
Replacing the included TangoSDK with a new downloaded version of leibniz unity package. This didn't help.
Building other projects from the downloaded source code from both urls. No go.
Trying this Tango Unity Tutorial from [developers dot google dot com/project-tango/apis/unity/unity-depth-perception]. It fails at step "Create a PointCloud object" as no such component is found. I do have the TangoSDK imported so my thinking is that this tutorial probably belongs to an older version of the SDK and won't work for Leibniz. Please correct me if I'm wrong.
Tried opening the Kalman version of the PointCloudUnity project. Get an error:
Opening File failed. It's looking for the /MotionDetectionHelper$MotionDetectionListener.class and not finding it.
Emailing Tango help. No response yet.
Any pointers for getting started with Tango + Unity would be appreciated.
Thank you for reading through this long post and for your help.

How would you mavenize the Apache Flex SDK 4.13?

I read the manual available here https://cwiki.apache.org/confluence/display/FLEX/Apache+Flex+SDK+Mavenizer. But it's confusing me. It's told that I should apply converter seprately to Flex SDK and Air SDK. But at present both of SDKs downloaded and merged by current Apache Flex Installer (should I download packages manually?). Also I don't have the flex-sdk-converter-1.0.jar. After build the mavenizer I have air-converter-1.0.0-SNAPSHOT.jar, flex-converter-1.0.0-SNAPSHOT.jar, base-converter-1.0.0-SNAPSHOT.jar and flash-converter-1.0.0-SNAPSHOT.jar.
How to use those tools to properly put Flex and Air SDK to the maven repositoy?
I also faced the same problem 2 months back.
The documentation on the website was for older version.
It has been updated on November 03rd.
Can you try again by following that?
This appears to be the current documented process now.
https://cwiki.apache.org/confluence/display/FLEX/Preparing+FDKs+for+Maven+builds

latest 'ADT BUNDLE' open as JUNO eclipse for windows 7 64 bit

I downloaded the latest adt bundle (adt-bundle-windows-x86_64-20140624), and uncompresed that zip file, but when i try to open that adt, it open as juno eclipse. can any body help me to resolve this prblem.
thanks in advance
ADT Bundle contains Eclipse, to start Android development you need the ADT and the bundle comes with both you don't have to spend time searching for the ADT and Eclipse
Same problem here, using OSX. The downloaded ADB dows not show the typical ADB buttons and other extension provided by the plugins, but just a plain Eclipse. Installing an older version of ADT (adt-bundle-mac-x86_64-20140321) and updating won't help.
The package seemes somehow broken, some files like the ADT app icon, just aren't there. Other people experimented problems (Same problem; Other problem, also documented here).
I know it's not a real answer, but I just switched to Android Studio. I think the only other option is reverting to an older versione and wait for a new release.
To not get blocked I've continued to install the latest ADT Bundle 23.0.0 and adt-bundle-windows-x86_64-20140624 fresh on my system. Updated the SDK to the latest and continued to set "targetVersion as '19'" instead of setting it to 20 or 21.
That way you can proceed ahead with your coding and later when things get resolved...you can implement that to new version. BTW, I've also selected 'Blank Activity / Empty Activity" during the project creation
Comment back if it makes sense or NOT until the problem gets resolved by Google... :)
The Bug thread about this issue can be tracked here : Latest ADT Bundle Bug Tracker

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