arcore-for-all | Google ARCore ( dev preview | Android library
kandi X-RAY | arcore-for-all Summary
kandi X-RAY | arcore-for-all Summary
Google's ARCore developer preview for Android is awesome. Unfortunately, my Android phone (Samsung GS8+) was not on the supported list, and apps built with ARCore exit at start on my device. However, its hardware actually can run ARCore!. I modified the Android library to strip the ARCore device check, and ARCore started working on the device.
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Top functions reviewed by kandi - BETA
- Checks if the application is supported .
- Check if device calibration is available .
- Check if a device is a supported Exynos device
arcore-for-all Key Features
arcore-for-all Examples and Code Snippets
Community Discussions
Trending Discussions on Android
QUESTION
I'm unable to store captured image in (getExternalFilesDir(Environment.DIRECTORY_PICTURES)) Android 11 device.
I have added
in manifest and all file access also. But it's not working.
ANSWER
Answered 2021-Jul-31 at 10:25use this code for save captured image
QUESTION
can someone let me know the right usage of populating image resource in Image view using Data Binding
...ANSWER
Answered 2021-Dec-31 at 10:21You can use it in such way:
QUESTION
(Solution has been found, please avoid reading on.)
I am creating a pixel art editor for Android, and as for all pixel art editors, a paint bucket (fill tool) is a must need.
To do this, I did some research on flood fill algorithms online.
I stumbled across the following video which explained how to implement an iterative flood fill algorithm in your code. The code used in the video was JavaScript, but I was easily able to convert the code from the video to Kotlin:
https://www.youtube.com/watch?v=5Bochyn8MMI&t=72s&ab_channel=crayoncode
Here is an excerpt of the JavaScript code from the video:
Converted code:
...ANSWER
Answered 2021-Dec-29 at 08:28I think the performance issue is because of expandToNeighbors
method generates 4 points all the time. It becomes crucial on the border, where you'd better generate 3 (or even 2 on corner) points, so extra point is current position again. So first border point doubles following points count, second one doubles it again (now it's x4) and so on.
If I'm right, you saw not the slow method work, but it was called too often.
QUESTION
I switched from the deprecated GDPR Consent Library to the new User Messaging Platform, and used the code as stated in the documentation.
I noticed that when the user clicks on Manage Options then Confirm choices, ads will stop displaying altogether (Ad failed to load, no ad config), and I can't find anyway to check if the user didn't consent to the use of personal data.
This is problematic as my app relies purely on ads, and I will be losing money if ads don't show up, so I want to make it mandatory for users to consent to the use of their personal data, otherwise the app should be unusable.
I have made a test project on Github so everyone can test this behavior. If you are not using an emulator, then you need to change the "TEST_DEVICE_ID" to yours.
How can I achieve this?
...ANSWER
Answered 2021-Nov-02 at 17:50I found a workaround for this, but this is no final official solution.
It seems that if a user consented to Personalized ads, a string in SharedPreferences
, which key is IABTCF_VendorConsents, will contain ones and zeros corresponding to some vendors (I think). If he didn't consent, this string will be equal to 0.
QUESTION
We have a react-native application running in production with firebase phone auth. Lately, we received feedback from users owning new Huawei devices not being able to authenticate with their phone numbers using firebase.
Since a lot of users started having this issue, we decided to implement Huawei auth services only for devices under HarmonyOS and keep the regular firebase phone authentication for other users.
After integrating the Huawei App Gallery Connect Auth SDK in our react-native app, we are able to receive the OTP and sign the user in using credentialWithVerifyCode
and we are also able to retrieve the user's token using
ANSWER
Answered 2021-Nov-09 at 03:04You are advised to use the following method to validate the token.
QUESTION
I was using def lifecycle_version = "2.3.1"
,
implementation("androidx.lifecycle:lifecycle-viewmodel-ktx:$lifecycle_version")
.
but I had to update version to def lifecycle_version = "2.4.0-alpha03"
to use some features, but ViewModelProvider.Factory
class doesn't work after I use def lifecycle_version = "2.4.0-alpha03"
.
ANSWER
Answered 2021-Nov-09 at 03:38You've written:
QUESTION
On Android 12,
If we open an activity
Go to the home screen of the phone to change the wallpaper
Switch back to our activity, the activity restarts.
It seems it is related to the Material You theming.
I would like to disable the restarting of activity when my app comes to the foreground. Is there a way?
...ANSWER
Answered 2021-Oct-31 at 18:39It is a non-traditional configuration change. By "non-traditional", I mean that it cannot be blocked by android:configChanges
— your activity will be destroyed and recreated whether you like it or not.
If you have Configuration
objects from before and after the change, you can determine that this scenario occurred by calling diff()
on the newer
Configuration
to compare it to the older one:
QUESTION
I create an app from the template, and populate with some Logs as below
...ANSWER
Answered 2021-Nov-05 at 03:21Apparently, it's an Android Studio filtering issue.
I'm having the Tracking
there to filter the log. And it shows multiple log of the same type.
When I remove a character from the log, then the filter get corrected. After putting back the character, the filter is still okay.
See the GIF below.
QUESTION
I'm starting to get errors when I am executing a test for a release variant which was always working fine. The code has always been executed in a Docker container so we can ensure that the build will always be clean.
Today for some reason with no changes at all to the code, I am starting to see errors on the test run:
...ANSWER
Answered 2021-Sep-03 at 11:31I've found the issue and I was able to fix it.
The issue was that one of the external libraries the app depends on has a dependency on androidx.core:core-ktx:+
which meant that was always compiling with the latest version. My app is still working on SDK 28, but the latest version of androidx.core:core-ktx
has the minimal SDK of 31, which resulted in this conflict.
QUESTION
While upload my app in Google playstore I get this error; We've detected this app uses an unsupported version of Play billing. Please upgrade to Billing Library version 3 or newer to publish this app.
Below are the dependencies on my android studio app, which of them is the billing library to change?
...ANSWER
Answered 2021-Sep-10 at 12:03You are using this library for InApp purchasing but this library says we have updated to V3 but Google play store warn about this library that library is not updated to V3 or V4
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install arcore-for-all
In your Unity project, simply replace the Google-provided unitygar.aar (located in GoogleARCore/SDK/Plugins/) with the one in this repo, and voilà! ARCore on any Android device, within Unity. ~Make sure to first install ARCore Service - "Preparing your Device" section of Google's instructions~ .
To modify the original ARCore AAR library, follow the below instructions. You will need a java class decompiler, such as CFR.
Open a command line interface
Unzip the AAR to a temporary directory: unzip arcore_client-original.aar -d aar-tmp
Enter the temporary aar directory: cd aar-tmp
Unzip classes.jar to a temporary directory: unzip classes.jar -d classes-tmp
Enter the temporary classes directory: cd classes-tmp
Enter the directory containing the SupportedDevices class: cd com/google/atap/tangoservice
Decompile the SupportedDevices class: java -jar /path/to/cfr.jar SupportedDevices.class > SupportedDevices.java
Open a text editor and delete return false from the end of isSupported()
Compile the modified SupportedDevice class: javac -cp /path/to/sdk/platform/android.jar -source 1.7 -target 1.7 SupportedDevices.java
Delete the Java source: rm SupportedDevices.java
Change directory back to aar-tmp: cd ../../../../../
Create a JAR from the modified classes directory: jar cvf classes.jar -C classes-tmp .
Change directory back to repo root: cd ..
Create an AAR from the modified aar directory: jar cvf arcore_client.aar -C aar-tmp .
The official library has a minimum SDK version of Android 7.0 (Nougat). See @kenfast's research for installing on pre-7.0.
Connect your Android device to your computer using a USB cable. You may see a prompt asking you to confirm that you wish to enable USB debugging on the device. If so, click OK.
In Unity, open the Build Settings from the top menu (File > Build Settings).
Click "Add Open Scenes" to add the Main scene to the list of scenes that will be built. Click Build And Run.
You will be prompted to choose where to build your apk. A good place to do this is in a dedicated builds directory in the root of your project.
Create a directory called "Builds" in the root of your project (not within your Assets directory, but at the same level as it). Select that directory as the location to which to build.
In the text input field marked Save As, enter "Android" and click Save.
Unity will now create an apk file called "Android" in the "Builds" folder. Run adb install [filename].apk to install it to your device.
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