Using GCController with tvOS Simulator - tvos

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.

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

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

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.

Adobe AIR After Build Issue

I created a Desktop AIR in Adobe Animate CC 2017 with AIR 23, when Test everything works, after Build in my pc everything works, when test to VirtualBox (Application with runtime embedded) it run but some features like buttons events and url events doesn't works, what is problem?
After review codes and test for many times i found correct issue, when a hidden runtime error occurred some related part doesn't works properly, I used try() catch() for handle errors and external video playback instead embedded, now build works on other computers without problem.

Not to able make run apple tv app in real device

I am facing problem when trying to run an Apple TV application on the real device. It is working perfectly when I run it in simulator but when I try to run the same code on the real device I receive the following error: "appTV[161:4731] Failed to load "
No idea why it is showing like this .
Thanks in advance.
Yea, it seems an issue of certificate than code. It works fine for us.
Are you sure you are using the latest Apple TV? It should work with the USB C cable. One way to test is to make a beta release and install it with TestFlight.

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