Register objects for google tango fails with latest Unity sdk - google-project-tango

m_tangoApplication.Register(this); gives nullreference exception in TangoArScreen and in MarkerDetectionUIController and the application doesnt start. I am using Unity 5.3, samsung s8 and the Marker detection scene given in the Unity sdk (latest sdk, Ikariotikos) but doesnt work, just stays in the Unity splash screen

You're on a Samsung S8?
That's not a Tango Device, you need to use ARCore, which is different (:

Related

Lottie files appear with no limbs in mobile SDKs

We have a Lottie animation that was created using Adobe After Effects and Rubberhose and then exported to json format for Lottie.
On the preview option on https://lottiefiles.com/ the animation runs as expected but once that same file is used inside the mobile apps it appears with no limbs.
We have tried including hidden and guided layers as per this issue on GitHub: https://github.com/airbnb/lottie-web/issues/2335
Current Lottie iOS SDK version: 3.2.3
iOS 14.5
iPhone 12 Pro simulator
Can anyone suggest something to resolve this issue?
Native iOS and Android Lottie players don't support expressions.
Export by selecting on the Bodymovin panel, in the cog next to the Composition > Expression options > Convert expressions to keyframes

UXSDK Sample code (iOS) does not show video feed from P4P V1 when photo aspect ratio is 3:2

Problem:
After upgrading DJI iOS UXSDK from 4.4 to 4.6, my sample code does not show video preview from Phantom 4 Pro V1 when it photo aspect ratio is 3:2. The whole screen (except its widgets) is black.
The same code works perfectly on my Mavic Pro, Phantom 4, Phantom 4 Pro V2, Inspire 1, and has no problem running on the same Phantom 4 Pro V1 when its aspected ratio is set to 16:9 or 4:3.
How to reproduce:
Get a Phantom 4 Pro V1 (01.05.0600 + RC 01.04.01.00), and set its aspect ratio to 3:2.
Clone Mobile-UXSDK-iOS (any version from 4.5 to 4.6.1, including the latest commit #0b7d1ec).
Install dependencies and paste SDK API key in Info.plist.
Run on iPhone/iPad (iOS 11.4) and connect to aircraft.
After both Registered and Connected turn to YES, enter the Default Layout at first row.
Other findings
I don't think that is due to some hardware issues, because I have found:
DJI Go 4, and SDK 4.4 work perfectly on same devices, same settings.
The same project running in iOS Simulator can show video feed transmitted via SDK Bridge. I guess it is because it uses software decoding.
Someone mentioned similar issue a month ago when he was trying Mobile SDK without UXSDK, No Video Feed with different camera Image sizes, but get no response.
I believe there is something I forgot to do, or SDK developers forget to mention in the sample code, tutorials and release notes.
Anyone has suggestions?
I ran this scenario on my iPhone 7 Plus Version 11.4.1 on the Swift iOS UXSDK 4.6.1.
Video previewer worked in aspect ratio 3:2 if switched from another ratio however you're right, the screen is black if launched in ratio 3:2.
This appears to be a bug - please send an email to open a ticket at dev#dji.com and let us know if you built this with Swift or Obj-C

is android 5.1 on a smartwatch wear compatible?

The KW88 smartwatch is equipped with Android 5.1
Does this mean that this is compatible with android Wear ?
Or do you have to have Android Wear operating system on the smartwatch ?
If it doesn't say Android Wear, it isn't Android Wear. Lots of low-end watches are running some build of Android, but Wear is being pretty tightly controlled by Google (they don't even pretend that it's open-source), so you really only find it on major-brand smartwatches.
I have one of this, and i agree. It's an Android 5.1 "adapted". It's possible do anything like a cell phone, BUT, few apps doesn't support the screen configuration and many things simply you can't see or touch... But you can download apps to solve this problems. For example, in Playstore you can navigate, download but you can't go back. Solution? install one app to get a back button on the screen...

Titanium Alloy Pull-to-refresh widget not scrolling properly on Android devices

I am working on Titanium SDK and need to implement that Pull-To-Refresh widget. This widget works perfect while on iOS devices but when I try to run the same on Android devices, it doesn't even scroll the controller.
I have placed code on Google Drive.
Let me know if anyone has used this and encountered the same issue.

Android Wear Preview app - which smartphones are compatible?

I got invitation to the Android Wear Developer program but when I try to install the Android Wear Preview app I see information that my device (Samsung Galaxy S2) is not compatible with the app. Is there some kind of list of devices compatible with Android Wear Preview app?
Thank you,
You need a 4.3+ Android smartphone. Because the Notification listener functionality has been added with API level 18.
Tablets were stated to be supported but right now they're filtered out from the store. You can still manually install the APK though.
Bluetooth LE isn't mandatory - for the preview at least.
I don't think there is a device spesific restriction, but according to developer.android.com
Note: The Android Wear Preview app is compatible with Android 4.3 and higher and is not available for the Android emulator.
Edit: I think BLE is used for communication between smartphone and watch. So obviously that would be hardware restriction.

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