Agora.io: android.permission.CAMERA not compatible with Oculus device - oculus

I'm developing an VR Video Chat application using Agora.io api and Unity3D Engine, in which a main user streams his webcam from a standalone Pc to users equippped with an Oculus device.
As soon as I try to upload the VR app to the Oculus Server, I got that error:
This app uses permission(s) that are not compatible with this device: android.permission.CAMERA.
How do I overcome that issue?
Any suggestions?

I haven't programmed for Oculus yet but here are some ideas:
First you may try just to set android:required=“false” in the manifest to see what happens?
Secondly check the official Oculus documentation here to see if helps? https://developer.oculus.com/blog/tech-note-android-plugins-and-permissions/?locale=en_US

"You will need to modify your Android Manifest file. Because the Oculus Quest doesn’t have cameras (well, none that can be used for this demo) we will get rid of the camera use requirement ( ) located on line 9 in the folder Assets/Plugins/Android/AgoraRtcEngineKit.plugin "
This is a quote from this quick start tutorial which will get you up and running with Agora.io Video chat and Oculus Quest. It explains how to stream your webcam from a standalone PC to Oculus Quest. https://medium.com/#jake_agora.io/live-realtime-video-to-vr-oculus-quest-6bbb74e4fc63

Just in case anyone else falls into this. The solution posted where you remove the entry from the Agora included manifest doesn't work anymore, and I can't identify where its being added from, perhaps Agora can post a solution. The only way around it is to export from Unity, edit the Manifest to remove the unwanted camera permissions and then build in Android Studio.

Related

React-360 Oculus Quest won't go into VR Mode

I have to be missing something:
I installed node.js, installed react-360, created the Hello360 app but can't get the page to go into VR Mode in my Oculus Quest via the Oculus Browser. It just looks the same as it does on a PC.
After googling for a while found a note that said it only works with https so I got that working and ... nope no VR.
Under Windows 10 Professional.
React 360 uses the WebVR API. Oculus Browser removed support for WebVR in version 9. This is why it's not entering VR.
The replacement for WebVR is WebXR. You might want to pick up a different library which supports WebXR, like AFrame.
immersiveweb.dev has some links to other frameworks (yes, including React 360, but that link is a 404 :P). Or you could go bare-handed with the WebXR API directly.
It looks like the live React-based project right now is https://github.com/pmndrs/react-xr based on https://github.com/pmndrs/react-three-fiber

Using GCController with tvOS Simulator

I don't have a new Apple TV, but am working on prototyping a game for it using the simulator. Unfortunately, I can't seem to get GCController to list the Siri remote as an available controller, as the tvOS docs indicate. My list of controllers is always 0 elements long, even if I call startWirelessControllerDiscoveryWithCompletionHandler().
Does anyone have any suggestion or sample code for getting input from the Siri remote?
The current version of the tvOS simulator apparently does not support this functionality. I was able to try my code on a friend's dev kit, and it registered the remote as a Game Controller as expected. For now, the answer appears to be "use real hardware" or "wait for an updated to the tvOS simulator".
You might take a look at https://github.com/csgulley/AppleTVSimulatorController. It is an implementation of Game Controller that I wrote to allow testing with the Apple TV simulator.

MissingManifestResourceException on Windows Phone 8.1 with .resx resources

I'm developing a Windows Phone 8.1 app that also targets Android(Xamarin)
As ever I added my string resources(.resx) on a PCL and referenced them on my launcher project to use it on my views, this all works fine on WP 8.1 silverlight but on the WinRt when I configure the project to release and run it on a device, for some reason I always get a MissingManifestResourceException. I've tried every solution for this problem out there without any success.
Note that on the emulator everything works fine, when the solution configurator is set to Debug it also works on both device and emulator. The only combination here is device and Release.
The app source code is on Github.
I was able to create a simple project to replicate this issue, basically it is a WP 8.1 app and a PCL project with the embedded resources, Download Link
Anyone has any ideas?
EDIT: After making some more testing I tried running an old Windows 8.1 app that I've done with the same localisation model and the same issue appeared so it seams to be a tool issue and not a configuration issue, since the Windows 8.1 app is on the market and everything went fine back there.
Our team ran into a similar issue which was tracked down to the runtime and not the PCL, WinRT component, or application package. That is, the resources exist within the PCL assembly, within the application package resources.pri file, but just cannot be found at runtime.
There is an active Microsoft Connect report here:
https://connect.microsoft.com/VisualStudio/feedback/details/991028/issue-using-resx-files-on-winrt-apps-windows-phone-and-windows
Our workaround was for the WinRT component to inject into each generated Resources class of each referenced PCL our own derived ResourceManager which redirected the call to the WinRT ResourceLoader instead. I've written a blog post that describes that workaround:
http://blogs.msdn.com/b/philliphoff/archive/2014/11/19/missingmanifestresourceexception-when-using-portable-class-libraries-in-winrt.aspx
I got to the bottom of this today. While bundling the app package, resources in dependencies that are not for a language being used by the app are stripped out. To prevent this from happening, add the following assembly-level attribute to your application.
using System.Resources;
[assembly: NeutralResourcesLanguage("en")]
I had the same behaviour. Today I created a new PCL Library (with another name) and copied the resx file to this project. I modified all references and everything just works fine in my WinRt (Windows Store) App now!
There was the string 'resources' in the portable class library name. Perhaps this was the problem!
I am able to reproduce this issue launching DVD sample and unfortunately in my project. I have an WP Silverlight 8.1 project registering a Windows Runtime Component Background Task and both of them using a Portable Class Library sharing some common localized strings as resources (.resx), among other things. The exception is thrown from Background Task when calling any property to get strings on generated .Design.cs class (only Release + Device).
In order to fix this I tried, without success, to use directly ResourceManager and/or to add .resx files directly into the Background Task.
I ended-up porting needed strings to .resw files and use the new "WinRT preferred" way via Windows.ApplicationModel.Resources.ResourceLoader in the Background Task project.
Seems to me that ResourceManager is not compatible with Windows Runtime anymore in release.
This is not necessary an answer, but is better than nothing since I do not have 50 reputation points for a comment.

Launch music from sd card in wp8

I am working a wp8 app which can read some different types file.Then launch them in a simply way.Like we can launch mp3 using MediaPlayerLauncher .But I failed.Any help will be kind to me.Thanks
I assume that you managed to use ExternalStorage. Firt of all you are not able to see this (mp3) files because they are reserved. What you can do is to change extensions to them and copy to InternalStorage. As you have done that you can play them well with MediaElement or BackGroundAudio.
Also it's not possible (for now) to play directly from ExternalStorage (SD card).

using camera class in android in flex

The default camera showing up is the back camera using Camera getCamera
I want to know how to switch to front camera.
Also Camera names length is showing only length as 1 and not 2 , but i am having a front and back camera on galaxy tab, so i think it should show 2 names.
Please let me know a way out to this.
I am using air 3.1 , which is the latest version at present.
and the application is built in Flex 4.6 version
Air for Android only supports the back facing camera -- at least that might have been the case until very recently.
I have downloaded and saved the AS3 API reference from Adobe. On my local copy of the docs, it says this about the Camera.names property:
On Android, only one camera is supported, even if the device has more than one camera devices. The name of the camera is always, "Default."
However, when I look at the docs online, that comment is no longer there. So maybe Air 3.2 (released yesterday) now supports both cameras on Android!
Online docs:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/Camera.html#names