Unity remote 5 iphone не работает

Не работает Unity Remote 5

На соединяет с Unity Remote
Доброго времени суток, нужно проверить acceleration на телефоне, ну что бы постоянно не скачивать.

Unity 2d unity.engine.ui не работает
using System.Collections; using System.Collections.Generic; using UnityEngine; using.

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Странная проблема. Есть scrollview. Заполняю его динамически префабами. В unity работает, все.

Junior/Senior C# Unity Developer (Remote)
Молодая студия ищет талантливых специалистов со всего мира! Копания базируется в Michigan, USA. .

Не работает remote в validate.jquery
Всем доброго времени суток, делаю форму регистрации с проверкой на валидацию, но не могу.

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Unity remote 5 not working

I tried running unity remote, but when I press play in unity editor, nothing happens on my phone. I think I need to do more than just to connect my phone with pc, set the editor to any android device and press start, but those are the only things it says.

It simply doesn’t work and I do not know why.

Thanks for any help.

10 Answers 10

  1. Ensure you have enabled USB Debugging in your mobile.
  2. Ensure you have set Edit -> Project Settings -> Editor -> Device to Any Android Device.
  3. Ensure you have given the package name in File -> Build Settings -> Player Settings. -> Other Settings (under Android Settings) -> Package Name.
  4. (Optional) Install USB Driver for your mobile. (Normal USB Driver for Redmi)
  5. Close Unity Engine
  6. Connect your mobile via USB.
  7. Launch Unity Remote 5.
  8. Launch Unity Engine in PC
  9. Click on Play

For me the issue was that even though the android SDK had been installed alongside Unity 2019, the SDK path(s) in Edit > Preferences were empty when de-selecting the checkbox. When I hit Browse next to each of the three (JDK, SDK, NDK) then all paths were automatically filled with something similar to C:\Program Files\Unity\Hub\Editor\2019.2.4f1\Editor\Data\PlaybackEngines.

On another machine I tested with, these paths were set automatically, so this is probably a bug some people see and others not.

After this was done, it worked for me, assuming the following setup:

  • Device connected to PC using a data cable (not just a charge cable).
  • Device has USB debugging enabled via developer mode settings on device.
  • Device authenticated on the PC (for me, I needed to change the connection type on the phone after plugging it in from File Transfer to MIDI, which prompted the authentication request, after which I switched it back to File Transfer).
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You can see if a device is authenticated or not by running adb.exe in C:\Program Files\Unity\Hub\Editor\2019.2.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools in a command prompt window (cmd) and the ‘list’ command: adb.exe list

The connected device will either not show at all (so check your cable) or it will show a GUID followed by ‘unauthenticated’ (so change the connection type as previously mentioned to prompt for authentication) or it will show ‘device’ in which case we’re good to go.

Start with the editor and remote closed, the device connected and authenticated (this is a one-off setup), and then open Unity Remote. Then open the Unity editor, assuming you’ve already set the SDK paths, and ensure your Project Settings > Editor > Unity Remote Device is set to Any android device.

You do NOT need to set the Build Settings to target android; this is for deploying the .apk file, and nothing to do with using the device as a remote. Likewise you do NOT need to set a package name or anything else in the Build Settings, at least until you want to deploy the built file to the device, but again this is nothing to do with Unity Remote.

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Unity Remote

Unity Remote is a downloadable app designed to help with Android, iOS Apple’s mobile operating system. More info
See in Glossary and tvOS development. The app connects with Unity while you are running your project in Play Mode from the Unity Editor. The visual output from the Editor is sent to the device’s screen, and the live inputs are sent back to the running project in Unity. This allows you to get a good impression of how your game really looks and handles on the target device, without the hassle of a full build for each test.

Note: For Unity Remote to work, you need to have the Android SDK on your development machine.

Unity Remote replaces the separate iOS and Android Remote apps used with earlier versions. Those older Remote apps are no longer supported.

Device and feature Support

Unity Remote currently supports Android devices (on Windows and OS X via a USB connection) and iOS devices (iPhone, iPad, iPod touch and Apple TV, through USB on OS X and Windows with iTunes).

The Game View of the running Unity project is duplicated on the device screen, but at a reduced framerate. The following input data from the device is also streamed back to the Editor:

  • Touch and stylus input
  • Accelerometer
  • Gyroscope
  • Device camera A component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
    See in Glossary streams
  • Compass
  • GPS
  • Joystick names and input

Note that the Remote app simply shows the visual output on the device and takes input from it. The game’s actual processing is still done by the Editor on the desktop machine — so its performance is not a perfect reflection of the built app.

Obtaining and using Unity Remote

You can download Unity Remote for free in the form of a Unity project that you build yourself, or as a pre-built app from the device’s app store:

  • Android app from Google Play
  • iOS and tvOS apps from the App Store

Once you’ve downloaded the app, install and run it on your device and connect the device to your computer using a USB cable.

To enable Unity to work with your device, open the Editor settings in Unity (menu: Edit > Project Settings A broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
See in Glossary , then select the Editor category) and select the device to use from the Unity Remote section:

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Note: To specify the location of your Android SDK, go to Edit > Preferences (Windows) or Unity > Preferences (Mac).

Click the Play button in the Editor to see your game appear on the device and in the Unity game window as Unity connects to the Remote app. While the game plays, input from the device (accelerometer, etc.) is sent to your scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary as if they were running on the device itself.

Troubleshooting

I have more than one device plugged in, but only one of them works with Unity

Unity Remote doesn’t support multiple connected Android devices, and to resolve this, it automatically picks the first device it finds. However, it is fine to have multiple iOS/tvOS devices and one Android device connected at the same time, since you can select which one to use from the Editor settings (menu: Edit > Project Settings, then select the Editor category).

I’m getting really poor graphics quality when running my game in Unity Remote

When you use Unity Remote the game actually runs in the Editor, while its visual content is streamed to the target device. Since the bandwidth between the Editor and the device is limited, the stream must be compressed heavily for transmission. This compression A method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary inevitably reduces the image quality.

In the Unity Remote section of the Editor window (menu: Edit > Project Settings, then select the Editor category) you can switch the compression method between JPEG and PNG. PNG compression is “lossless” (so the image quality doesn’t degrade) but uses more bandwidth than JPEG. A downsized image has lower bandwidth requirements than one at full resolution. By changing these settings, you can trade image accuracy off against framerate as necessary. When using a lower resolution, be aware that Unity Remote downsizes images for better performance.

Bear in mind that Unity Remote is only really intended to give a quick approximate check of how your game will look and feel when running on the device. Make sure that you occasionally do a full build and test the “real” app.

Источник

Unity Remote

Unity Remote is a downloadable app designed to help with Android, iOS and tvOS development. The app connects with Unity while you are running your project in Play Mode from the Unity Editor. The visual output from the Editor is sent to the device’s screen, and the live inputs are sent back to the running project in Unity. This allows you to get a good impression of how your game really looks and handles on the target device, without the hassle of a full build for each test.

Note: For Unity Remote to work, you need to have the Android SDK on your development machine.

Unity Remote replaces the separate iOS and Android Remote apps used with earlier versions. Those older Remote apps are no longer supported.

Older versions of Unity Remote are still available for use in Legacy projects; see Legacy Unity Remote documentation for more information on these versions.

Device and Feature Support

Unity Remote currently supports Android devices (on Windows and OS X via a USB connection) and iOS devices (iPhone, iPad, iPod touch and Apple TV, through USB on OS X and Windows with iTunes).

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The Game View of the running Unity project is duplicated on the device screen, but at a reduced framerate. The following input data from the device is also streamed back to the Editor:

  • Touch and stylus input
  • Акселерометр
  • Гироскоп
  • Потоки камеры устройства
  • Compass
  • GPS
  • Joystick names and input

Note that the Remote app simply shows the visual output on the device and takes input from it. The game’s actual processing is still done by the Editor on the desktop machine — so its performance is not a perfect reflection of the built app.

Obtaining and Using Unity Remote

You can download Unity Remote for free in the form of a Unity project that you build yourself, or as a pre-built app from the device’s app store:

  • Android app from Google Play
  • iOS and tvOS apps from the App Store

Once you’ve downloaded the app, install and run it on your device and connect the device to your computer using a USB cable.

To enable Unity to work with your device, open the Editor settings in Unity (menu: Edit > Project Settings, then select the Editor category) and select the device to use from the Unity Remote section:

Note: To specify the location of your Android SDK, go to Edit > Preferences (Windows) or Unity > Preferences (Mac).

Click the Play button in the Editor to see your game appear on the device and in the Unity game window as Unity connects to the Remote app. While the game plays, input from the device (accelerometer, etc.) is sent to your scripts as if they were running on the device itself.

Решение проблем

I have more than one device plugged in, but only one of them works with Unity

Unity Remote doesn’t support multiple connected Android devices, and to resolve this, it automatically picks the first device it finds. However, it is fine to have multiple iOS/tvOS devices and one Android device connected at the same time, since you can select which one to use from the Editor settings (menu: Edit > Project Settings, then select the Editor category).

I’m getting really poor graphics quality when running my game in Unity Remote

When you use Unity Remote the game actually runs in the Editor, while its visual content is streamed to the target device. Since the bandwidth between the Editor and the device is limited, the stream must be compressed heavily for transmission. This compression inevitably reduces the image quality.

In the Unity Remote section of the Editor window (menu: Edit > Project Settings, then select the Editor category) you can switch the compression method between JPEG and PNG. PNG compression is “lossless” (so the image quality doesn’t degrade) but uses more bandwidth than JPEG. A downsized image has lower bandwidth requirements than one at full resolution. By changing these settings, you can trade image accuracy off against framerate as necessary. When using a lower resolution, be aware that Unity Remote downsizes images for better performance.

Bear in mind that Unity Remote is only really intended to give a quick approximate check of how your game will look and feel when running on the device. Make sure that you occasionally do a full build and test the “real” app.

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