I am pretty new to WinMo development. I managed to write my first app, debug it via the emulators but I failed to run the debug session on my physical phone.
I connected my phone to the development PC via ActiveSync, but that alone did not make my phone show up on the list among the selectable emulators. Is there anything I need to do before this would work?
Alternative: I want to program with the G-sensor and the bluetooth capabilites of the phone. Is there a way to play with them via emulators? How on earth do you shake an emulator? :)
After you hooked up and confirmed that ActiveSync is working, you should be able to select the "Mobile Device" form the target list. It is not listed by name, it simply is the only entry not ending in emulator.
Related
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 would like to control my windows mobile from desktop.
I'd like to have full access, keyboard and mouse as well.
Is there any way to do it?
If both of your devices support Miracast you can use the Connect app. Find more info on Windows Central here.
Edit: If you want to control your phone, just open the Connect app from your Action Center. This will work even for not Continuum enabled phones. You still have to enable the connection in Settings app on PC and you may have to pair the PC with the phone over the Bluetooth.
Seems like there is an app called PC remote, created by microsoft.
If that's something like what you're looking for: https://www.microsoft.com/da-dk/store/p/pc-remote/9wzdncrfhvwt.
Edit: Thats a Danish version, but I think you should be able to find an English version aswell.
I've started yesterday afternoon studying WP7, so be patient.
I've just created my first test app, registered as developer on AppHub, connected my phone with Zune, registered my phone in my AppHub profile (I can see it in my devices section) and compiled my app.
When I try to transfer my app into phone (using Application Deployment Tool as described here) I get an error that can be traslated as
Unable to connect to device because it's locked by pin
But my device has not any pin (or I don't know to have one) and it doesn't show anything on screen.
What could/should I do?
UPDATE:
Zune is running: if I try I get the error
I close Zune and run WPConnect: my device is connected but the error is the same
When deploying the app, make sure the phone screen is unlocked.
Additinal info: If you are developing from Desktop PC, sometimes connecting from front USB panel wont work.
You can't deploy while the screen lock is active, so try swiping up the lock screen before deploying.
I've developed an application for Windows Phone, and it runs well on emulator. But I want to debug the application on my phone, the samsung Omnia 7, so I changed the target from "Windows Phone Emulator" to "Windows Phone Device" in Visual Studio 2010, and hit the run button.
Then I got the error message says: "The application could not be launched for debugging. Ensure that the target device screen is unlocked and that the application is installed."
Well, I DID unlock the screen and actually, the application IS installed on my device, but the only problem is that, I can not debug it.
I've been googling around, but no good. And the OS version of my rom is 7.10.7720.68, I'm using Omnia 7, which has already been verified with my developer ID.
Anyone encountered with the same situation? Any advice?
Thanks in advance!!!
At first you need confirm did you run Zune Application and make sure your Windows phone Device have connected status then click debug button.
second。if have been set password about your start screen. when get be debuy operator before you need make your deveice at Start Screen。
three。 debug Windows phone it was need you have use Developer Account have unlock your Device already.
there all core three step。,
I have joined the legions of people getting the error "The application could not be launched for debugging. Ensure that the target device screen is unlocked and that the application is installed."
My symptoms are different from usual, and the usual fixes don't work.
I can:
* deploy to the emulator
* run on the emulator
* debug on the emulator
* deploy on the phone
* run on the phone
I cannot:
* debug on the phone.
Attempts to start the debugger on the phone (F5 from VS) will recompile my app (if necessary), deploy it to the phone, and then raise the above error.
Yes, the "Build" and "Deploy" boxes are checked in Configuration Manager.
Yes, it has an appropriate SplashScreenImage.jpg
Yes, the phone is dev-unlocked, and pin-unlocked.
Update 1:
Unregistering and reregistering the device didn't help.
But the problem is device-specific -- it doesn't happen on a different phone.
If no other solution turns up, I'll probably reset the phone to factory original and start over.
Update 2:
I have two phones and two development systems. Three of the four combinations work great; it's only one phone on one dev system. Resetting the phone to factory condition didn't help.
Any ideas?
Have you tried using the WP Connect tool instead of using Zune?, I have had a few occasions where Zune does not see the phone properly or the device link registration was invalid (also try telling Zune to forget the particular device in the settings)
In any case using the WP connect tool (without Zune running) has usually worked for me in these cases.