airtap | Run TAP unit tests in 1789+ browsers | Unit Testing library
kandi X-RAY | airtap Summary
kandi X-RAY | airtap Summary
Run TAP unit tests in 1789+ browsers. Airtap is a command-line interface to unit test your JavaScript in browsers, using a TAP-producing harness like tape. Start testing locally and seamlessly move to browsers in the cloud for full coverage. Airtap runs browsers concurrently and lets you iterate quickly during development. Don't just claim your JavaScript supports "all browsers", prove it with tests!.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of airtap
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airtap Examples and Code Snippets
Community Discussions
Trending Discussions on airtap
QUESTION
I am currently working on developing an application for the Hololens 1 using Unity and MRTK. I have been unable to get the air tap or any other input working in my application. The ring pointer for airtap does not appear in the application even though it works in the Unity Play Mode Input Simulation and other applications on the device. I tried it with the MRTK examples and even those did not work on the device.
Also I had to add the Tracked Pose Driver from the Player Settings to get the camera working properly but have not figured out how to get the application to accept gesture input.
Also tried the solution listed here: Why is 'air tap' gesture not working on HoloLens1 in my Unity/MRTK app? but that did not work. Will appreciate any guidance to solve this problem.
...ANSWER
Answered 2020-May-28 at 02:01I finally got my project working after a lot of trying.
It turned out that initially, I had unknowingly configured the project to use XR SDK in Unity 2019 and thus had to configure MRTK accordingly. Thank you for kevleigh for helping me with the issue here: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/7850
While this did work for my example project, I couldn't get the main project to work with the same settings even after installing all the plugins.
Finally, I had to switch to Unity 2018 and I got the project working with MRTK 2.3 and the default configuration. So, while Unity 2019 did not work for me you can get it working with XR SDK as suggested in the above link.
QUESTION
We are trying to write a global handler for click/airtaps using MRTK2.
We are using BaseInputHandler, IMixedRealityPointerHandler, IMixedRealityInputHandler which works fine when clicking on an asset with a collider - but how do we pick up taps when there is no collision e.g. just clicking in the air? Thanks
...ANSWER
Answered 2020-Jan-08 at 14:51You have to use IMixedRealityInputHandler
and as a result of this OnInputUp
and OnInputDown
. This should work also witout any colliders. I'm using this to differentiate between spatial mesh and everything else. Clicking into empty space also triggers OnInputUp
and Down
.
QUESTION
in my Hololens app i want to write data into a file which i can then view over the Device Portal. The Data contains just the time from one airtap on a special object to another airtap. The problem ist that there will be no file created in the Device Portal under /LocalAppData/YourApp/LocalState
Thanks in advance
Jonathan
...ANSWER
Answered 2019-Feb-06 at 15:56The simplest thing to do is to use File.WriteAllText
method https://docs.microsoft.com/en-us/dotnet/api/system.io.file.writealltext?view=netframework-4.7.2
Obviously there are many ways that could work but it is good to stick to the simplest solution.
QUESTION
I am writing a program that needs to detect the difference between a long air-tap-and-hold vs. a quick air tap. Currently, I am using the following code to detect quick airtaps:
...ANSWER
Answered 2018-Jun-29 at 15:54There are a number of ways of detecting a hold. For just a generic hold gesture, you can inherit and use the IHoldHandle
interface. If you want to get an updated state, you should either use the IManipulationHandler
or the INavigationHandler
interface.
If you are testing in the editor, use the manipulation handler instead as you can't test the navigation in the editor but it works on the HoloLens.
QUESTION
bool clickingGuiElement = false;
if (UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject())
{
if (UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject != null)
{
if (UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject
.GetComponent() != null)
{
// user is clicking on a UI element (button)
clickingGuiElement = true;
}
else
clickingGuiElement = false;
}
else
clickingGuiElement = false;
}
else
clickingGuiElement = false;
...ANSWER
Answered 2017-Nov-29 at 17:33Your UI Element needs to have a collider, and you need to use the raycast to detect if your ui element is being hit by the raycast. In the hololens the only way that I know of to detect that an element or game object has been hit is using gaze.
Edit: Upon clarification of the problem, you need to make sure that the layer that the raycast is able to hit is only the layer your button is on.
The question asks about detecting if a button is clicked, and the comments bring more understanding of the full problem, but the nature of the question is asked from the perspective of the person asking the questions's experience with other systems not from the understanding of how Hololens and Unity work together, to give the answer you are looking for is not possible because it's the wrong question. Everything in unity is essentially a game object, but they all can sit on different and multiple layers at the same time in the scene, you can see the layers in the top right in unity. The answer to resolve the problem is to specify the layer that the button is on, and that layer is not shared with other game objects which is not default behavior in Unity. When you are doing the raycast, you need to ignore all of the other layers, then you will no longer interact with the background objects behind the button. The link I included tells you how to do that. Once you have done that you would use the airtap event wired to the button like any other game object.
Here is a link on how to work with layers in Unity.
https://answers.unity.com/questions/416919/making-raycast-ignore-multiple-layers.html
QUESTION
I have a simple holo world scene, with a little cube
and cylinder
, as well as the usual suspects: InputManager
, HoloLensCamera
, and CursorWithFeedback
.
I wrote the following simple code (learning from a tutorial) that makes the cube
disappear when you gaze at it and then air-tap, and then if you gaze at the cylinder
and air-tap, it will make the cube come back to life.
This all works as expected in the Unity Editor
but when I connect to the device, the re-appearing part does not respond to air-tap or finger-click on the actual HoloLens.
ANSWER
Answered 2017-Aug-21 at 15:21Trying to give you an answer ... hope it helps. I'm a beginner too and I don't have necessary rep for comments, so feel free to ask anything after this =)
As I have understood, you have "Hider" attached to the cube and "ShowAll" attached to the cylinder. Than you need to populate the public list _MyGameObjects by dragging/dropping the cube in the unity editor.
Since the hiding part works, you could use OnInputClicked for the showing part too, since the cylinder you tap on exists (only the cube appears/disappears).
Note: as mentioned in the documentation here, even if you setActive(true) a GameObject with a deactivated parent you will NOT see the object on the scene.
Again, hope it helps =)
Cheers.
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