I played around with Nativescript a bit before v5.0 was released. I watched a YouTube vid earlier today on NS5 and it looks like the platform has taken big steps in regards to integration and streamlining.
If I was using NS pre-v5 then would it make sense to do a complete uninstall/reinstall to start out with a blank slate? Can you point me to a good url to help ensure that I get the required setup fully squared away? Also, I watched a bit of the following vid on using the Nativescript extension within VS Code:
https://www.youtube.com/embed/KQHJewS3tqA?autoplay=1
This vid shows multiple Launch Configuration options in a dropdown in the Debug panel. In this vid, 1 of the options displayed is:
"Launch on Android Emulator"
But the closest option that my VS Code instance displays is:
"Launch on Android"
What do I need to do to be able to get "Launch on Android Emulator" to display within the Launch Configuration options dropdown in my VS Code environment?
Related
From the documentation it says if a app status is published it should be available to download but for me instead of install option i have pre-register. Ho long should i wait for it to show install.
Thank you.
The help pages for pre-registration are here. It looks like you may have selected pre-registration by accident when targeting countries.
To get out of this the instructions are in the section "Launch your game from pre-registration"
Sign in to your Play Console.
Select an app or game that you made available for pre-registration..
Click Store presence > Pricing & distribution.
In the “Countries” section, click Manage countries.
Next to the countries where you want to launch your app or game, select Available.
Select Submit update.
If you really ended up here by accident, rather than choosing it as described on that page it is a bug. Please report it to Play Console Support on the Play Console help page.
For example I try to print out to the console and it doesn't, my script is attached to my main camera so we can rule that out and yes the script is active also, any help will be appreciated, right now what I am working on is to click on a certain part of my GameObject in AR and while my phone is connected to the computer I want to see the name of the certain part I clicked on in the console.
When you run the app on and Android device the log does not go to the Unity editor console. In order to see it you need to open Android Studio and then use the Logcat tab to see the device log.
Alternatively, you can run logcat from the command line
adb logcat.
More information: https://developer.android.com/studio/command-line/logcat.html
I have worked with ARCore and had the same frustating experience when it comes to debugging.
If you just want console prints, then use Log viewer which can catch and show them on Android too. (https://assetstore.unity.com/packages/tools/log-viewer-12047)
However, because I wanted more control and the ability to test and debug my game logic right inside the editor (without deploying to the phone all the time), I wrote a little plugin that allows me to do just that. This plugin simulates the operation of ARCore inside Unity editor. You can just hit play and ARCore will be simulated for you, so you can freely develop and debug your game logic. Moreover, you can then just build and deploy the project without changing anything, and ARCore will work like normal on your phone.
Using it is very similar to native ARCore, so you will not have much difficulty getting into it. It does not cover ALL features of ARCore yet, but it covers the basics. You can still use native ARCore for the rest.
You can find it here: https://github.com/VR-House/Eazy-ARCore-Interface
In current versions of Unity you can output logs from connected devices to Unity Editor. To do this, build your project in Development Mode and connect the Console to your device.
But I would recommend a more advanced way of testing AR in Editor with a plugin I wrote. I wrote it for my project and decided to make it into a plugin so everyone else can benefit from it.
AR Foundation Editor Remote plugin:
https://forum.unity.com/threads/ar-foundation-editor-remote-test-and-debug-your-ar-project-in-the-editor.898433/
I use debugging like this in C# script:
Debug.Log("Debug message and image name "+Image.Name);
To see this real time, I use Android Device Monitor (it's in Android's sdk folder, usually \Users\AppData\Local\Android\sdk\tools\monitor.bat. If device is connected, it appears on the devices list and it can be selected.
Or if I want to see the debug log in device, I put these lines in script:
private void OnGUI()
{
GUIStyle style = new GUIStyle();
style.fontSize = 50;
GUI.Box(new Rect(350, 0, 500, 500), Image.Name, style);
}
The Rect(350,0 is the position, 500,500 is the width and height of rectangle.
I am working on a .NET 4.5.1 project in Visual Studio and have Web Essentials installed and functioning in all other ways except finding unused CSS. When I test with a new project, it works as expected.
Is there a known situation in which Unused CSS will not work?
Environment:
VS2013 Pro
Win7 Pro
Steps to reproduce:
Start debugging the app in Chrome
Once the site opens in a new tab, select Start Recording in the Browser Link Dashboard
Change content by clicking through the site
Results:
Recording has started and Stop Recording is now available
There are no messages sent to the output window
Clear CSS Usage Data option in the Browser Link toolbar (in the top menu) is disabled. It never is enabled whether recording or not.
Expected:
Messages in the output view
Ability to clear CSS usage data
Attempts to troubleshoot:
Installed prior version of extension - same result
Verified the issue exists on Chrome, Firefox and IE
Other features of Browser Link work as expected
Creating a new project works as expected and "Clear CSS usage data" is not greyed out
Browser Link drop down menu
I know it's a long time since you asked this, but this solution might actually help someone else...You can identify unused CSS using Chrome Dev tools
Open your chrome Dev tools
Click on the Audits tab
Click on Run at the bottom, wait for the audit to finish
You will get unused CSS under Remove unused CSS rules in the Web Page Performance section
I have started with Pebble watchfaces programming on my Pebble Time, and although the watchface displays fine, it is loaded as an application, not a watchface, in that it is available in the list of applications, not the watchfaces sub-menu. I found that there are watchface online development sites that will produce actual watchfaces that get installed as such.
What is the difference ? What would I have to add to the code to make it a watchface ? Or manifest file ? The samples with the SDK were all for applications, not watchfaces.
Thanks :-)
Watch apps can do more things than watch faces can. For example, watch faces can't respond to button clicks. The SDK (CloudPebble or the C SDK) generates different code for the two types of programs. So you have to tell it what you are trying to build.
In the appinfo.json file there is a section like
"watchapp": {
"watchface": false
},
Change false to true and it should start showing up as a watch face
I have a bunch of iPads that are all supervised, and that are enrolled into a MDM server (Mavericks Server). I've added the app to the specific device group, but when I go to the profile settings and Single App Mode the only apps I can select are the builtin ones.
Is there no way to use a third party (enterprise) app as the app for Single App Mode?
EDIT: If you use Apple Configurator and add the app there you can set Single App Mode to use that app, I would imagine that would be possible when doing the same in Apple's Profile Manager, but it doesn't seem to be working here.
EDIT2: Looking at Apple's documentation it does indeed seem to be possible to select a third party app for single app mode using their Profile Manager, so why isn't the app showing in the list for me?
http://images.apple.com/education/docs/assessment_with_ipad_mar2013_v2.pdf
Go to the Device Group, after installing the app (that you want to show in Single App Mode dropdown and lock it to) do "Update Info" (small icon in bottom-middle-left of screen) on all the devices in that group. Wait a bit, then go to Single App Mode screen again, the app should start appearing.Works for me. The "Update Info" thing also works for Single Device as well and you can lock to any new app installed from Profile Manger, doesn't matter if the app was installed while supervising through Configurator or not.
So interestingly enough in the new update for Server (3.1.1) this seems to be working. The Enterprise app is now listed in the dropdown box.
However there also is about 10 empty items in the box with no text description. So it's clearly still a bit buggy.