Tango mapper dies after system upgrade - google-project-tango

Today I accidentally upgrade the Yellowstone that I was working on and after the system upgrade, the TangoMapper is not working any more. The app can be launched and you can still choose the specifications for your data collection such as "Enable recording" and "Enable depth", but when you click Live Sensor Data -> [VGA+Depth], only red window will shows up at the place where it use to show the camera recording, and the depth measurement is not shown at all on the right. I wonder has anybody encountered this situation before? I would greatly appreciate any help or suggestion.

Da, You might have a out dated apk. However, Tango Mapper is a Tango internal tool. I wonder how did you get it.. Even though you have the apk, it won't get updated unless you have internal access to Tango team..

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Minmizing OpenGL app while preserving EGL Context results in HUGE PROBLEM

I'm using opengl es 3.0 API with the android studio ndk to create apps.
But I've encountered a very huge problem. I've created a demo app, all it does it change the background color of the screen from white to black and vice versa, every frame. And so when I go to minimize this app, I still see it rendering the background, mostly at the edges of the screen, and not in full color but still very strongly apparent. And it doesn't go away when I close the app, when I restart the device, or when I run "kill apps" on it. Only a factory data reset fixes the issue, so it's not easy for me to debug this.
This is the relevant code that I'm using for when the app is minimized and receives the APP_CMD_TERMINATE event:
eglMakeCurrent(engine->display,EGL_NO_SURFACE,EGL_NO_SURFACE,EGL_NO_CONTEXT);
eglDestroySurface(engine->display,engine->surface);
engine->display = EGL_NO_DISPLAY;
engine->surface = EGL_NO_SURFACE;
I've error checked that eglDestroySurface() is successful.
And I've put debugging messages in to make sure that the main draw loop is NOT executing when the app is minimized. But the problem persists and I don't know what to do about it. Thanks for any help.
UPDATE: well, no one has responded, and I still don't know what to do. Could it be related to threads?
UPDATE: Still can't determine what it is, but for some reason it's messing with the System UI. Willing to upload my entire source code somewhere if someone would be willing to go through this with me, as I'd really like to be able to continue working on my game engine.
Is it the "Strict Mode" developer option on the device settings, perhaps?
That one flashes the screen if an app is blocking.
It would explain why a factory reset changes behaviour.
The answer is not a solution here. The above comment by the user columbo was correct.
I've demoed switching from black to white at high framerates on 3 different android devices, and also my Linux Desktop, all via the openGL api, and it has exhibited this issue on all the devices. So what he said must be correct: this is a problem with LCD monitor technology itself. Interestingly, doing completely random colors does not cause this problem.

Unable to submit tvOS app to store - Missing on-demand Game Center resources (ITMS-90547)

I've been (rather unsuccessfully) trying to package a tvOS app built with Unity 2018.3.
The app supports Game Center, and as required in the docs I've added the necessary Leaderboard images into an Asset Catalog within Xcode.
The app builds without issues, but fails at the last hurdle of trying to get it uploaded to the App Store:
ERROR ITMS-90547: "Missing On-Demand Resources. Your app contains Game Center content that is referencing missing on-demand resources."
I've been searching for solutions for a LONG time, but I seem to be the only person who has got this issue according to Google!
Here's some relevant background info:
I'm not using On Demand Resources in the tvOS app - it's below the original 200MB limit (that shouldn't even matter anyway, as the limit is now 4GB). So I'm at a loss as to where it's seeing any On Demand Resources don't know where this is coming from.
In the Build Settings, Embed Asset Packs In Product Bundle is set to NO. (I've also tried it on YES to no avail!)
In the Build Settings, Enable On Demand Resources is set to NO.
The Leaderboards all display correctly within Game Center view controller in the app.
The Leaderboard assets all appear in the Resource Tags page of Xcode, in the Download Only On Demand group. Despite my best efforts I can't remove them from here.
None of the guides for tvOS or Game Center make any reference to any On-Demand Resources, so I'm at a complete loss.
If anyone has any pointers on anything I could be missing I'd be very grateful!
There's a tweet from a nice person who also ran into this issue.
From what he says, the explanation seems to be that "tvOS HAS to have this setting turned on because it loads Game Center leaderboards on demand whether you want it to or not."
So i recommend you try what he suggested:
turned off Game Center under capabilities for all targets
Enable On Demand Resources is set to Yes.
Optional: you can play around with the Embed Asset Pack in Product Bundle build setting as well.
Hope this helps for anyone stuck on this.

Error Saving ADF - Tango Explorer

I have a problem with Tango Explorer App. I am trying to create an ADF file, but when I finish recording, I get a "Error Saving ADF." I have updated to the latest OTA, and also the latest Tango Core. Does anyone have the same problem?
I have also tried doing a factory reset, but same results. It records the area fine, it shows an Area Localized message, and when I touch the stop recording button, after showing an Optimizing popup, it shows the "Error Saving ADF."
It's solved! What I had to do is uninstall the Tango Core App updates, then use the Explorer app, and then after accepting the Area Learning permissions and saving one ADF file successfully, I updated the Tango Core, and now it works perfectly.!!!!
Had the same problem here, it seems like the august update of the tango core changes something in the permission system (at least the dialogues are different), and that breaks the possibility to export ADFs to the sd card.

Adding screenshot in iTunes Connect without real Device

I am about to submit my app in iTunes connect.
Now it is asking me for screenshots for a 3.5-inch, 4-inch, 4.7-inch and 5.5-inch.
Since I coded it in swift I guess I can skip the 3.5inch part?
But my question is: I only have an 4-inch device available. How can I add the screenshots of the 4.7 and 6inch? maybe with the simulator?
Thank you
In the iOS Simulator File > Screenshot
That saves a screenshot to your desktop.
Simulator should be fine. You can edit it using Sketch, I found it really helpful.
I tried a few different methods, and what worked best for me in a short amount of time was to capture screenshots in the iOS Simulator at 100% scale and then resize them using GIMP, which is free unlike Sketch.
If you're in the business of creating screenshots for many devices, across locales or with frequent screenshot update needs it's best to look into automation with tool like Snapshot.

App approved, but crashes

I have made a Windows Phone app (for WP7.1) that uses BackgroundAudio for streaming, nothing too complicated. It was approved and made available for download in the store. However it no longer works, i.e. the app worked in debug+release when run from VS2012, and I assume the .xap I uploaded worked since microsoft approved it (they rejected it once and I was able to reproduce and fix the bugs they reported).
When downloaded the app simply bails on load on WP8 (lumia 820) i.e. flips back to the tiles immediately.
On WP7 (lumia 800) but the playbutton ignores input, however it downloads and displays the playlist, so some kind of functionality+network connection works.
I have tried the basics: installing using the application-deployment tool (app working), running the "Store Test Kit" which reports some slowdowns in the UI animations, but nothing serious (I hope).
Any ideas how to reproduce ".xap approved and downloaded from store but not working" or getting debug info from the phone without VS? Or any other things i can try out?
Every time your app crashes it will be logged and reported on your Windows Phone Dev Center Account. Just go in there and export the details to excel. Get the stack trace and put it in here. Maybe we can help.
The very first thing i can tell you is the opening page has some exceptions and that too it doesn't go well with some phones. Seriously there are concerns when a wp7 app is ported on wp8 device and vice-verse. To the extent of my knowledge there might be some binding issues. make sure you got the binding class to be public. And just as #AMR mentioned go the dev center and export the stacktrace. Try resolving them. Moreover if an app get certifies, it doesn't mean it is completely error free. The tests are limited to very coomon errors only.

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