Unity Animations on HoloLens not working - animation

I have created a HoloLens app using Unity 3D. In the app I want to show a text canvas with some animation on click of a button. I have done this with Animator control and script to open an Animation state on click of a button. This is working fine when I try on Unity Preview. However when I try the same app on HoloLens emulator or on device the animation doesn't work. The canvas opens up simply without any animation after some delay (I think delay of animation to be completed). This is not the case for Unity Game Preview.
Please let me know what else we do to support Animations made in Unity on HoloLens.

I have fixed the issue. Not sure what was the exact problem but the cube object was mashed off as added some components, which might not actually needed.
Freshly re-designing the cube and animations worked.

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Xamarin Forms buttons stop receiving mouse clicks after clicking on SkiaSharp CanvasView on iOS

I use SkiaSharp canvas to draw the main game screen, and then there are various Xamarin.Forms Buttons around the UI. This all works fine on when used directly on iPhone or iPad using a finger. However, when I connect a mouse (e.g., through a MacBook or otherwise), the buttons start working with about 10% chance after mouse-clicking on the SkiaSharp canvas (and not receiving the mouse click events with 90% chance). The SkiaSharp canvas itself works just fine.
If I bring up the iOS app launch menu from the bottom (which probably somehow temporarily exists the mouse navigation on the app), the buttons start working again with the mouse. But if I click the SkiaSharp canvas again with the mouse, the buttons have a high chance of becoming disabled again. If I change to using a finger, all works fine (even if the mouse clicks were not being registered immediately before). However, mouse clicks are not being registered even after touching with a finger, so finger-touching does not reset the issue with the mouse (but bringing up the menu from the bottom does).
We found this bug by testing the iOS game on MacBook Pro (the iOS apps recently came available on the App Store) but the same issue persists also directly with an iPad / mouse combination. It seems to be some sort of an issue between using a mouse (on iPad or on MacBook Pro), SkiaSharp canvas and Xamarin.Forms buttons.
Does anyone know what the root cause of the problem is and what is the workaround?
Not an answer as such, but some more information about reproducing the issue: A simpler repro case may be this small project: https://github.com/jrc14/TraceMatching/ .
Don't worry too much about what it's doing, but note that you're mean to click in the grey Skia canvas in the middle to create 'targets' - and that after you've done that, mouse-clicks are getting lost.
If you run it on a Mac, you'll see that, though the clicks get lost after you've clicked on the Skia canvas, they will start being received again if you click on something else (another app, or the Mac background).
(further edit) - after some noodling around I did find a workaround. If, once you've finished processing the touch action on the SKCanvasView, you reset its EnableTouchEvents property (i.e. set it to false, then back to true again), it seems that the clicks don't get lost any more,

Xamarin forms iOS splash screen with lottie animation before Xamarin App starts

I have implemented the Lottie animation splash screen on android with the new Intent, is there a way to do the same in iOS.
I know LaunchScreen.storyboard is unable to do this, but is there a way to generate a new UIViewController show it on screen with Lottie animation, and while the animation is playing in I will prepare Xamarin App in background task, and when animation ends call LoadApplication(app).
Or is there any other way to start playing Lottie animation first when you launch your app on iOS ?
Setting Lottie animation as the main page in Xamarin Forms is not an option, waiting on Xamarin Forms to start the app will take a few seconds and during that time I wanna show animation, not after.
iOS Launch screen can't animate. If startup time is an issue, and you want to show some animation, would need to write some "native code" (Xamarin.IOS is fine) that does an animation, while you have a background task do Xamarin Forms Init and load App ResourceDictionary. Details TBD, if someone demonstrates that they actually have a serious iOS load-time problem with Xamarin Forms.
OP (Original Poster) tested the time on iPhone, and concluded that it was fast enough to not be worth doing an animation to make that time more interesting. (On typical Android devices the startup time was longer.)

Unity Animation Plays In Preview But Not When Playing Game

I made a simple animation for a sword gameobject to constantly slowly move up and down while the player character is standing still.
My sword has an Animator component attached:
The Animator Controller is also very simple, with this animation being attached to my default state:
The animation plays just fine in the preview mode of the Animation window. But when I run my game, the animation does not play at all, the sword just stands still instead of moving.
What is the cause of this problem?
I finally solved the problem. It turns out that all I needed to do was turn off "Apply Root Motion" on my Animator for it to work properly.
In case you are testing out on an Android Device I would suggest you to go to Build Settings > Player Settings > Other Settings > Uncheck "Static Batching". Build and deploy apk on your phone. Animations should work smoothly now.

Unity: GUI button with event trigger as virtual control pad on Android phone

Let's say I have two GUI buttons with EventTrigger as virtual key. The expectation is whenever a button is pressed, the camera will rotate until the button is released.
At the beginning, I used the pointer Down and pointer up function. It works, but it extremely sensitive, the camera rotation didn't stop at the moment when I release my finger. I've solved this problem by using drag function (whenever dragging is detected, the camera stop rotating something like that).
However, there is still a bug that I couldn't solve, that is if I swipe the button instead of touch&release, the button doesn't release. eventually the camera just keep rotating until I touch the button again. I've tried all the event trigger function such as pointer exist, end drag etc.
I just want the touch input works as perfectly as the keyboard input.
This problem doesn't shown when I debugging on unity remote, only when I build it on my phone. So is that hardware issue? (I'm using mi3)
Thanks for having time to read my broken English.
I'm so sorry that I've asked a stupid question, since I'm still kind of beginner. The problem is somehow it didn't update when I installed it in my phone. It actually works fine.

How to make panorama start-up animation like default windows phone panorama app

I just wondering how to make panorama start-up animation like music+video or picture app. Notice the sliding 3d animation when we open music+video/picture/marketplace app.
When I create panorama project using VS 2010 Express, the animation is just from right to left.
How do i make that animation?
If I understand you correctly - take a look to Wp7 silverlight toolkit - page transitions
The animations are there, but if you have too many things running on the UI thread, the animation will be hard to see since loading will be choppy. To test this, just make a new page with a default panorama inside it and observe the animation while its empty. Zune app will always be faster, its run on native code from my understanding.

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