Hololens 2 emulator not recognizing inputs - visual-studio

I am trying to build and deploy a basic unity project to a hololens2 emulator, however I am running into many issues:
There is no Unity C# use checkbox in the build settings for UWP (I see this as an option in many tutorials however no one has explained how to set up for a hololens2 emulator with the newest unity versions)
** Main issue: The emulator itself does not recognize any inputs from the mouse/keyboard and is frozen on the start screen. Also when I try and change the setting for the inputs it is wither grayed out or the changes do not go through**
If anyone has any help they can offer that would be great.

There is no Unity C# use checkbox in the build settings for UWP (I see this as an option in many tutorials however no one has explained how to set up for a hololens2 emulator with the newest unity versions)
The Unity C# Project checkbox has been deprecated in the latest version of Unity. It used to be available when the Scripting Backend as .Net. But now il2cpp is the only available backend for the UWP platform in Unity, so this checkbox is no longer necessary.
For Unity version, we recommend the Unity LTS (Long Term Support) stream as the best version to use when starting new projects, and the current recommendation is to use Unity 2019.4.9f1: https://unity3d.com/unity/qa/lts-releases
The emulator itself does not recognize any inputs from the mouse/keyboard and is frozen on the start screen. Also when I try and change the setting for the inputs it is wither grayed out or the changes do not go through
For Hololens-2 Emulator issue you got, I found a similar topic from the Unity forum: https://forum.unity.com/threads/hololens-2-emulator-input-controls-not-working.711713/#post-4758179 You can try the suggestions under this topic.

i assume that you used the official guide, is this correct?
Does the second point of the known issue section regarding AMD / Intel graphics apply to you? Also see the last point under Troubleshooting.
Let me know if that helps.

Related

Xamarin UI test alternative

I started using Xamarin.UITest for cross-platform testing (IOS & Android).
With Android it worked instantly without any problem and it keeps forking even after any SDK update or JDK.. name it!
But for iOS there was so many issue encountered with the device agent that didn't want to start, the wrong Xcode commande one, the wrong Xcode. Some time it worked, but out of no where it crashes.. then you must clean, rebuild, retry, cross your fingers it doesn't crash or at least that it will launch..
But now April 19 2019, I had an iOS update, combine with an Xcode update and sadly, it doesn't work anymore. I made a lot of research and attempt to recover my test case:
Downgrade Xcode to 10.1
Downgrade Xcode commande line tool to 10.1
downgraded the OS!
To finally rethink it. It's not a good solid testing tool if it breaks at every updates.
On the AppCenter it still works for both platform. But to create your test, you have to run them locally.. You can't anymore with iOS and if you find how to make it work, let me tell you : "See you for the next update!"
So the question is:
What are the alternative to do some automated UI test for iOS & Android using Xamarin?
Xamarin.UITest Xcode 10.2 support
Sorry to hear about your difficulty with the Xcode update.
Unfortunately Xcode minor updates for the last several releases have tended to break local iOS simulator testing, and occasionally device testing. I've seen this be an issue since at least as early as Xcode 9.x versions.
For context, Xcode 10.2 support was added in this package: https://www.nuget.org/packages/Xamarin.UITest/2.2.7.2002-dev
If you or future readers of this discussion still do end up using Xamarin.UITest, I recommend checking the release notes when new minor versions of Xcode come out to see if that support has been confirmed. Typically the support has been added in the 1st Xamarin.UITest package released after a new minor version of Xcode has been released.
(I generally haven't seen this issue with patch versions though, for example Xcode 10.2.1 didn't seem to cause any issues when it came out if it was run against a test suite that was working for Xcode 10.2)
Other testing frameworks
As for other testing frameworks, if you're using App Center itself; then Appium (JUnit) or Calabash are both able to be used with App Center Test and can be used cross-platform to run against your IPA/APK, generally regardless of what was used to write the apps in the first place, like Xamarin.UITest. (Though each framework has slightly different set up requirements and limitations.)
Outside of App Center Test, there may be other testing frameworks you can use; but that gets more into individual developer opinion which strictly speaking is out-of-scope for Stack Overflow answers.
Appium Studio which holds all the pros of native Appium. It also supports parallel execution with built-in test reporting mechanism. They also provide cloud devices with which you can check whether it is feasible for your project. Check out their documentation for more features.

Kudan with unity3d object tracking running on windows

kudan community. I'm developing an application where I need to use augmented reality, but my application will run on windows computer with two monitors (where one is projecting the augmented reality), connected with a webcamera. Also I need to track an object (not a marker).
I was testing this with the vuforia library and it works on the unity editor, but doesn't work when I try to compile the application on windows. (I know that now vuforia support universal windows apps, but I can't make this works and also from what I see doesn't support multiple monitors).
So I saw that kudan support windows and object tracking but I read the tutorial and wikis and I can't seem make it work.
Any body can guide me on the right track on how achieve this?
PD. I'm using unity engine 5.4 and windows 10 os

Does MvvmCross work in Xamarin Studio?

I'm having a time getting a straight answer on this, I've done a lot of searches and reading, and tried a lot of stuff. It sometimes sounds possible and other times only sounds possible by doing linking and what-not, which is something I'm trying to avoid. I'm a big fan of PCLs.
I've created a solution using Visual Studio 2012, Xamarin, and MvvmCross which works great, I can deploy to an iOS device, a Droid device, Windows --- what have you. Visual Studio can build working applications that I can deploy to specific platforms.
However, I was informed recently that our company requires that when we go to deploy, the code must be built on a Mac using Xamarin Studio by their build server. So since then I've been working on trying to open and build everything using Xamarin Studio, and I'm close, but the infamous ICommand issue is my final hurdle.
Is there, or is there not, a way to get ICommands and the System.Windows library ported in correctly in Xamarin Studio? Am I truly stuck until Xamarin releases their PCL support?
Does MvvmCross work in Xamarin Studio?
Yes
To prove it:
quite a few of the N+1 videos show this being used.
lots of the samples (all of the non-nuget ones) build and run from XS
Is there, or is there not, a way to get ICommands and the System.Windows library ported in correctly in Xamarin Studio?
The problem currently is that on the Stable branch, the xamarin compiler doesn't like the PCL import of MvxCommand which inherits from ICommand
A hard way around this problem is:
rewrite the Xamarin tools to support PCLs - this is what the brilliant, lovely and very clever Xamarin monkeys are currently doing :)
Or... a slightly easier way around this problem is:
replace the nuget references to the PC-built libraries with references to the Xamarin-Mac-built libraries instead - these Xamarin-Mac-built libraries are available in https://github.com/slodge/MvvmCross-Binaries/
Or... a really easy way around the problem is:
instead of using MvxCommand in your view models, just implement your own MyCommand class to implement System.Windows.Input.ICommand (e.g. use the implementation at http://www.lines-davies.net/blog/?p=24)
Am I truly stuck until Xamarin releases their PCL support?
I don't think so - but where you do hit problems:
please do come back to sites like StackOverflow with one specific problem at a time - this site is great for finding solutions one at a time :)
talk to Xamarin support - they are generally very helpful in trying to resolve issues.
What's more, even if you were stuck waiting... then Xamarin have already released their PCL support to the Alpha channel - so the wait is almost over already :)

Creating a screensaver for windows and mac - Silverlight?

I am not sure even of a starting point with this.. however knowing that Silverlight works across win/mac platforms (as far as I know!), is it possible to create a silverlight based screensaver?
If not, are there any tools (no flash skills unfortunately!)
Any starter points would be cool..
Thanks!
By now Silvelight is being deprecated, but if you need to run web pages as a screensaver, my startup is creating a product to do exactly that, it's called Screensaver Ninja and you can find more about it at https://screensaver.ninja. That means that all you have to do is develop the web app and leave the screensaver part to us.
Here's a screenshot of how you configure it:
Silverlight is only usable as a web browser plugin on Mac OS X. It cannot be practically used to build screensavers.
Additionally, there's good reason to believe that Silverlight is being abandoned by Microsoft. I'd avoid it for any new development.

How do I Emulate/Debug Windows CE 5.0 applications in C#?

Here's my problem. I'm currently trying to develop a .Net Compact Framework 2.0 application (in C#) to a Windows CE 5.0 device.
Firstly: How do I debug/emulate the application in Visual Studio 2008 ? I doesn't mean debugging an application already deployed on the device, but debugging the version on my desktop. I have limited or no access to the prototype device.
Secondly: How do I integrate it with the OS image made by Platform Builder for Windows CE 5.0 ? Do I need to ?
Thank you for your time
You have a few options. One would be to install the Emulator BSP, roll your own emulator image, build a custom SDK and install it, then debug targeting that emulator. It's fairly simple to do.
That said, I still wouldn't do it. A far better option is to just go buy a cheap WinCE device like an eBox 4300 jump start kit. It's way easier, faster and and more reliable to target real iron.
As for integrating the app, it's like any other. Make sure you have the CF component included in your OS design from the Catalog, then add your app to your PROJECT.BIB (and REG and/or DAT files if needed) and run makeimg again.
Okay, so thanks everyone for the quick and nice answers. Although I've found my own solution yours may be as valid as mine.
Basically what I didn't tell you (because I didn't really know it either) is that I didn't actually need to emulate the OS, I only needed to work with the framework. I found the best way to "emulate" such situation here.
Also, I found that the easiest way to deploy the application to the device is to use ActiveSync and I found just the right (MSDN) article for it.
Ctacke: It's probably due to my only learning this type of development, I somehow made an error while creating/installing "my own SDK" so the Visual Studio stopped functioning properly. But of course some digging made that go away. Thanks anyway. I liked the idea of developing with a testing device, unfortunately the company I work for already picked a device but they couldn't issue me a prototype for development purposes yet.
Frans, I haven't found your CE simulator, but I'm pretty sure that I didn't look for it enough so thanks.
You should use the emulator which comes with the CE SDK. You can use that directly from vs.net, and it has all win CE features. DEbugging then works on that emulator, so you can step through your code as if it's running on a device.

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