Google Tango Tablet and Google Play Services C++ API - google-project-tango

I'm trying to integrate Google Play Services (with C++ API) in our game, but I'm struggling with a crash happening on Google Tango Tablet, android 4.2.2. The crash does not happen on any other device.
01-27 23:35:47.761: E/GamesNativeSDK(32045): Can't find com/google/android/gms/games/Games.Achievements: java.lang.NoSuchFieldError: no type "Lcom/google/android/gms/games/achievement/Achievements;" found and so no field "Achievements" could be found in class "Lcom/google/android/gms/games/Games;" or its superclasses.
All Google apps from Google Play and the system are up to date. What could be the problem here?

It also crashed on me too, it's related libart on kitkat, we haven't figured out exactly why, but a temp solution is to switch the system to delvik.
Go to Settings->Developer options->Select runtime

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I agree; there doesn't seem to be an API call for this.
Which seems weird.

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I have googled combinations of the terms "ML Kit", "Firebase ML Kit" and "Wear OS" but not found any definitive answers.
I don't have code on hand, but I am wondering would it even be possible to import/use the SDK on Wear OS apps in the first place.
Expected results would be being able to instantiate and use some of the machine learning models from the ML Kit API on a Wear OS watch.
Battery usage and efficiency are secondary at the moment, I'm just wondering if it is possible at all.
I have never tied it but I think it is possible. In the end, the Andorid Wear 2.0 (WearOS) is just another regular Android and it supplies direct internet access from the device.
I was able to succesfully use RenderScript on Wear devices but on the other hand I've faced an issue that Google Awareness API was not available on Wear. THis seem not to be the expected state.
Probably in the end you will need to do feasibility study on your own.
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I have created an app in unreal engine 4 that is using opengl-es 3.1. The problem is ue4's version of opengl-es also needs support for floating point render target (aka OES_texture_float). I would like to check if the device has the OES_texture_float extension in the android manifest so google play can stop these devices from installing my app.
Following links have helped but I still dont understand what I have to do exacly
https://developer.android.com/guide/topics/graphics/opengl.html#textures (determining opengl extentions)
Preventing devices without a GL extension from downloading app from Google Play
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I would be grateful for any help.
I'm not an expert in Open GL, but know a little bit about Play Store targeting. The two targeting mechanisms we have in Google Play for distributing Apps to devices based on Open GL are open GL version (which you known about) and <supports-gl-texture>.
If supports-gl-texture doesn't do what you want, another thing which is a bit more work but should work is to manually restrict devices in the Play Console.

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I have also seen CometChat, PortSIP, Tropo but none of these is helpful for xamarin.
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Will Google Tango Unity SDK (Camera Motion Tracking part) be extended to other phones?

Would the camera tracking functionality would of Google Tango Unity SDK become compatible to IOS?
Project Tango SDK are developed based on Android. I don't think it is compatible to ios.
also The SDK right now only works for Project Tango Device only.
other Android device also won't work
IOS is not going to happen, since this is native to Android. But to expand on your question, google is trying to make this into a mass market consumer product, but it's a really slow process. This is on of the most recent and helpful news stories I found on the topic
http://www.engadget.com/2015/05/29/google-qualcomm-project-tango-phone/

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