I want to get the hang of developing on the Nao robot but without having the actual robot yet (I will get it later). So I installed the software at home but I cannot see any robot at the Robot View of Choregraphe.
Just installed Choregraphe Suite 2.1.0.19-vs2010 and also Downloaded and Extracted naoqi sdk 2.1.0.19-vs2010.
I followed the instructions:
Choregraphe started
naoqi also started via cmd
naoqi attached to Choregraphe
But still no virtual robot to be seen at my Robot View tab in Choregraph.
You should try to use the Virtual Robot.
In choregraphe menu, click the Connection/Connect to Virtual Robot
Related
I was working on an OpenCV project. There I used OpenCV to get video captures and then used some algorithms to face detection and face-swapping. After working on this project for about two weeks, I got errors in my camera (windows camera application). attached one error but sometimes I got different errors as well. I want to know, Did I get those errors due to this OpenCV project?.
If your application still runs, you cannot achieve from windows application at the same time. If not, basic reset always saves lives!
Click Windows key + I to open Settings app.
Select System>Apps & features and find Camera on the list.
Click Advanced options link.
Then press Reset button and wait for the process to be executed.
Secondly, check if the camera works properly from device manager.
Lastly, try to open from another app(like Skype, discord). Otherwise, update or roll-back driver of the camera.
I downloaded the agora.io video sdk asset from the asset store, imported it to a new project. On the demo "SceneHome" scene, I entered the api id. Clicked play, and as soon as I click the "join" button Unity crashes. As far as I can tell the crash happens on the
app.join(field.text);
line in the TestHome.cs script (line #86).
I tested it in 2019.3.2f1 and 2020.1.0b5. The result was the same.
The OS is Catalina 10.15.4.
The demo works on Windows.
I followed this tutorial: https://medium.com/#jake_agora.io/mac-run-video-chat-within-your-unity-application-e001091db62f but used x86_64 dlls instead of x86
Does anyone know what this is about? Or where should I begin to look?
Another tutorial, this one from Agora:
https://www.agora.io/en/blog/run-video-chat-within-your-unity-application-mac
It can be caused by missing the Camera and Microphone usage in the Unity Editor project setting. Please let us know if that's the case. (I saw you are also on the Slack channel, let's continue the conversation there.).
For the people who didn't know, Agora Developer Community - Unity Chat channel is here :)
As herve nau pointed out the problem was that the Unity did not had the permission to use camera or microphone. And the solution should work. Alternatively, here is another way to add the permission as described by launzone:
1) Disable SIP: Go into recovery mode (hold CMD+R when you
restart your Mac) Don't be afraid, we are not doing anything crazy.
2) After that open Terminal (it should be accessible from one of the
Menus at the Top) Type in "csrutil disable" and hit enter. Then reboot
your Mac normally.
3) Open Terminal and type in: "sqlite3 ~/Library/Application\
Support/com.apple.TCC/TCC.db" and hit enter
4) For microphone access, type in: "INSERT INTO access
VALUES('kTCCServiceMicrophone','com.unity3d.unityhub',0,1,1,NULL,NULL,NULL,'UNUSED',NULL,0,1541440109);"
and hit enter
For camera, type in: "INSERT INTO access
VALUES('kTCCServiceCamera','com.unity3d.unityhub',0,1,1,NULL,NULL,NULL,'UNUSED',NULL,0,1541440109);"
and hit enter
6) check in your SystemPreferences/Security&Privacy > unity hub should
now show up in both mic and cam
7) reboot in recovery mode again (CMD+R), open terminal again, type
in: "csrutil enable" and hit enter, to enable SIP again
8) reboot normally and enjoy!
Here is the full thread. I hope it helps someone :)
check if not related to the webcam registration issue on macOs with the Unity Hub running. Fix for the camera, not sure if related to your problem: Remove the Unity Hub app, then open the project directly from Unity App. May also be useful to relocate the Unity app in another folder to force the webcam usage security registration.
Made the test here, Unity 2019.3.11.f1, using the demo app, with Hub active -> crash on press of Join Button, did the Hub removal described above, rerun the same demo and no more crash at this level. Running on Catalina 10.15.2.
I am developing a DayDream app and working with a Pixel XL and real DayDream Controller (on a MacBook Pro). I would really like to be able to test with the DayDream Controller when running the app from Unity Editor. Currently, I am forced to make a build for every little change and its killing me (slow).
I believe that I can do this by connecting my Pixel XL via USB cable to my Mac and then using adb to configure it. But, all attempts have failed so far.
I don't know about real Daydream Controller, but you can try using your phone as DayDream Controller Emulator.
As it said here, you should download emulator APK from here, install it and run on phone connected to WiFi.
In your Unity project find GvrControllerMain and change Emulator Connection Mode to Wi-Fi. Also find Assets/GoogleVR/Scripts/Controller/Internal/Emulator/EmulatorConfig.cs and change line to IP address displayed on daydream controller emulator app on phone.
// IP address of the phone, when connected to the PC via WiFi.
public static readonly string WIFI_SERVER_IP = "192.168.0.78";//"192.168.43.1";
Click "Play" in Unity, it should work.
In addition to diesersamat's answer, I would like to add two things:
You could run the controller emulator via USB by choosing "USB" from the Emulator Connection property of the GvrController script that is attached to the GvrControllerMain component. For the USB connection to be made, you have to make sure that %AndroidSDKHome%/platform-tools is added to your PATH variable.
You could use the real controller via Emulator: Open the Controller Emulator app --> open the Emulator's overflow menu --> select Switch to Real Controller. For this to work, the phone that runs the emulator has to be Daydream ready. I usually use the same phone that I use for Daydream VR as a controller emulator.
At Google I/O 2017, the Daydream team announced instant-preview which supports a "headless" controller-only mode.
The repo is on github: https://github.com/googlevr/gvr-instant-preview
The moment in the Daydream keynote where it is mentioned is here: https://youtu.be/tto90e-DfeM?t=26m45s
I had the same problem trying to get the emulator to work. The solution for me was to set up the player settings to android and click the VR supported tab with the daydream SDK selected in the VR SDKs dropdown BEFORE importing any daydream/google VR packages.
Took a lot of trial and error for me to figure that out. Hope that helps.
I have installed the AIR flash debugger and now when I try testing my movie in flash it takes a long time to load, because of the debug mode, how can I uninstall it?
Downloaded the debugger from the official Adobe website.
If you want uninstall Flash Player debugger, you can't use the usually Windows control panel form but you must download Flash Player Uninstaller so you must run it.
You can see here on the related Adobe help site
EDIT
Try this link where you can find a smart guide about uninstall Adobe Animate CC and the uninstaller file.
I am facing an interface freeze issue with Flash Projector running a flex state based application. A Flash Projector exe was generated from a standalone flash player ver 10.2. The target machine on which the problem occuresd has 10.3.
Basically "screen freeze" means that the user interface is running as usual on Flash Player, but it's not responding to any user input (like button presses). But if we alt-tab to another application, the state changes in the Flash player. There is display with buttons on the screen, but touching the buttons or doing anything else - it did not respond. Rebooting the computer fixes the problem.
Can you suggest why this is happening? Is there any known bug in Flash Player.
The problem is this is being hard to reproduce on the developer workstation as it doesn't happen always. But it happens quite often on the target machine running an Intel Atom N270. What debugging steps can you suggest?
Problem : http://www.youtube.com/watch?v=z25oV9QWRyk
Have you tried publishing the projector in 10.1 or a version of Flash newer than 10.2? If you are able to publish it as a SWF first, you can use the stand-alone projector exe (downloadable here) to load and create a projector from it.
According to this Adobe bug issue (registration required), version 10.1 was supposed to have resolved this, but it sounds like it may have reappeared in 10.2.