Google Tango Unity Examples not working - google-project-tango

I've tried the codelab and followed the video tutorial and and just can't make it work. In both cases the app loads, but (a) no motion tracking permission is requested and (b) the device motion does not control the camera.
These labs are super simple and don't contain any code, so I am fairly confident I do not have an error.
Unity v5.3.1f1 Personal
Unity Tango SDK FurudUnity5

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My 3d game now only runs on Internet Explorer

Years ago I make a 3D game on Construct 2 with 3D plugin "Q3D" (Three.js). It runs well in Chrome and Firefox
Suddenly one day, my game it stopped working.
The URL of the game is http://altiplanet.github.io
Is rare because the game run on Internet Explorer.
I view the console but I do not understand anything (various errors appear)
Very Thanks!
Your code uses the setVelocity() method of the PannerNode class from the Web Audio API.
According to the MDN, this method is deprecated and should no longer be in use.
PannerNode.setVelocity() is used in your class C2AudioInstance which is no part of the three.js API.

Wrist gesture detection on Android Wear based smartwatches: is it possible?

Does anyone have any information to share regarding gesture detection using wrist movements (in contrast to swipe movements on the touchscreen) with Android Wear?
Is there official support for this in the API? If not, do you think this can be enabled via custom ROMs?
Considering Android Wear is... well, Android, and Android has all the API functions to get data from the accelerometer of an Android based smartphone (and lots of helpful development sources), I assume it wouldn't be too hard? Or am I overlooking something?
Someone said the following at http://forum.xda-developers.com/android-wear/development/gesture-detection-using-wrist-t2936656
Use asus remote camera app for android wear. If you twist your watch
it will take a picture with your smartphone camera!
To which I replied:
So wrist gesture detection is perfectly possible it seems? But can you
or anyone else give me some additional background about Android Wear:
Should I see Android Wear as a simple extension of the Android API?
By which I mean: can I utilise all the Android API functions related
to interpreting smartphone/tablet sensor data, provided the smartwatch
has that sensor? (e.g accelerometer)
Since I was looking in this
particular section related to Wearables (Remove the spaces: developer
. android . com/training/building-wearables.html ) and I couldn't find
any information about wrist gesture detection.
Is that simply because
everything else from the Android API is automatically also applicable
to smartwatch development?
(As one can tell, I'm quite new to mobile development.)
So far no answer. I'm now asking here in hope I get an answer...
Wrist gestures were added in Android Wear 5.1 however at the time of this response, Android Wear 5.1 is only available on the LG Watch Urbane. This update is expected on other Wear devices in the upcoming weeks
Two common wrist gestures are interpretted by the system as swipe up/down. You change the speed of the flick either away or towards you.
If you flick your wrist away from you quickly, then back slowly that will cause a scroll down.
If you turn your wrist slowly away then flick it quickly back towards you, this will scroll up.
You can see the wrist gestures in action here - https://www.youtube.com/watch?t=14&v=_R0qbB4hVbU
You can use the IBM Wearables SDK for Android
to record and recognise all kinds of gestures not only wrist
for more info:
https://github.com/ibm-wearables-sdk-for-mobile/ibm-wearables-android-sdk
Disclaimer: I am the author of the articles/code described below.
I just created an Accessibility Service that does exactly what you are describing: it gives you the ability to completely control your smartwatch using wrist gestures.
I created it for my own use (I can only use one of my hands, the one in which I wear the watch) and I can fully control it using wrist gestures.
https://jsalatas.ictpro.gr/handsfree-wear-a-wrist-gesture-input-method-for-android-based-smartwatches/
notice that in the current phase I'm not sure if the model that recognizes the wrist gestures can generalize or if it just recognizes my wrist gestures only.

Custom Color action buttons, transparent card background,full screen custom layout notifications.Changing card color

Custom Color action buttons, transparent card background,full screen custom layout notifications.Changing card color,ttf fonts for texts. changing text color . placing on different areas.
are these things possible ??
if its , why we cant use .
if its not how these peoples used these things
I really wanted to develop apps with these features. but current public api is really bad.
it provides nothing at all.but when we see screenshots new beautiful features exists.
I liked google wear and i see future about it . but when we compare with samsung galaxy gear or sony smartwatch, development in public goes slow.Maybe google devs doing things at the background,but if we don't have resources,how can developers can build apps for it.
I shared a basic app with my wishes and ideas.nobody answered about 2 days on google+ no one cares about posts on google+.public support of google wear for developers is sucks at the moment.
I need more customizable things for android wear to build apps.
but in current stage,i can't do much things with it.
i wish we had these features in screenshots below..
Those things are still not possible with the current preview release of AndroidWear.
If you look closely, you'll see that they've been using photoshop (or some other photo editing software)
Using these templates to design an app for Android Wear.
And for testing the design on the watch they used Android Design Preview which is a tool that lets you mirror a portion of your desktop to your device:

Silverlight 5: 3D with XNA on Macintosh

I have acutaly access to an closed beta of an online application developed with silverlight 5. Within there's a feature, showing some 3D scenes. There have been used XNA for the 3D. From a windows-pc all work fine. But when I test it from an Mac with OSX the Silverlight-App works fine, too. But not the 3D feature. In upper left corner there's a information showing: "Render Mode: Unavailable" and "Reason: "Not3DCapable".
So I pushed this example to my IIS. This time from Windows all is fine but when trying to access from OSX (Firefox) it starts to load Silverlight but after showing 100% nothing happens. The scene is not shown.
Does anyone has any clue, what to do to support mac?
Unfortunately I found some other websites like this Blog (see the 3. FAQ) and this Blog (see comments) whose say the same: 3D doesn't work on mac.
Sadly Microsoft seems to keep this fact officially secret. Found this Page where I had expected to read something like "3D not supported". Isn't this sad? I thought Silverlight should be platform independent? I hope they will change their mind and add a support for OpenGL or something like that.

Interactive 3d Web Technology

I would like to use interactive 3D models in a web page. The required functionality is:
Import dxf file which defines & displays a room.
Add/move prebuilt objects from javascript
Add/move lamp which cast shadows from javascript
Return room dimensions to javascript
Return object positions to javascript
Can I import dxf files into any WebGL engine?
I have a small repeat user base so a browser installation is no problem at all. Is there any plugin technology I could use? Java applets? Unity? Can I use an OpenGL engine as a plugin? How about a java3d applet?
I will start with desktop but would need to be targeting tablets soon and mobiles in two years or so.
I am becoming convinced I will need to hire an expert to write this but I want to understand the options. Can you recommend a suitable technology?
I think WebGL is an excellent choice for this application; the graphics functions you describe are well within its capabilities. I can't comment on model loading, though, as I'm not familiar with WebGL engines.
However, mobile is a big wrinkle. Regarding the techniques you mention:
WebGL is supported in Chrome and Firefox for Android. On iOS, Mobile Safari does not enable WebGL, but an implementation exists (used strictly for in-app ads), so it is likely that there may be broader WebGL support in the future (possibly requiring a custom web view wrapper to enable it).
Java applets are not supported by any browser on either Android or iOS.
Unity is a viable choice; the Unity Web Player browser plugin allows embedding Unity content in a web page. However, there is no such plugin for mobile-OS devices; Unity content may be compiled into a application for iOS or Android but it cannot be viewed within a web page.
News as of August 2014: Unity has announced that the upcoming Unity 5 will include publishing to JavaScript + WebGL (no plugin required). Assuming this works as promised, you can use Unity if your target platform has a browser with WebGL support.
So, if you absolutely need cross-platform 3D including iOS right now, Unity is where it's at, but WebGL is a good choice for desktop and Android now and likely to improve on mobile in the future, and is the only way to embed 3D in a web page, not an app across desktop and Android.
WebGL is not the only way to embed 3D in a web page - see phoria.js:
http://www.kevs3d.co.uk/dev/phoria/
https://github.com/kevinroast/phoria.js
Also three.js has a canvas rendering for without web-gl.
Phoria.js and others like it will work on iPhone/iPad and Android phones that don't support web-gl. Of course, the performance is MUCH lower but if you don't have complex models and want it to work everywhere...

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