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Android Split Issue with Unity3D
Android Split Issue with Unity3D
Thank you so much for sharing your process.
Unfortunately, despte doing what you do, it's still not working for me.
I'm using the 3.0.9 Vuforia Unity extension, and one of Vuforia's Unity samples (3-0-19) as a new project, and Unity 4.5.1.
Ii use your loader (which is excellent and fast, thank you!) and the dat and xml are being put in the right spot. I confirmed that --< Application.persistentDataPath+"/QCAR".
I modify the AddOSSpecificExternalDatasetSearchDirs call to explicitly add the paths to Application.persistentDataPath and to it plus QCAR.
This is in addition the what the Vuforia team already has there for 3.0.9 samples.
I follow the checklist of items posted earlier about using split apk/obb from the FAQ.
I have a scene loader with a regular camera and an empty with the loader script, and script to create button to go to next scene (which is Vuforia sample, no changes beyond the script modification mentioned..so the AR Camera should be active (and the datasets are checked and active)).
But nothing works if I split the binary. (except I can get the dat and xml loaded and saved to persistent storage)
If it don't split it, it works fine.
I am not using GooglePlay, but just letting Unity push the apk and obb down to the device (Build and Run) and so am using unsighed Key (debug) rather than full keystore.
I'm using a Nexus 7 (2012 version) with os 4.4.4 as my test device. Does anyone know if it might be a OS problem?
What else should I try?
I've been up all night trying to solve this and reading everything I can find on Unity and Vuforia forums, but nothing has helped.
Thanks
Cynthia
Android Split Issue with Unity3D
SoluisDev,
This is what I do in my first scene that loads. It does not have an ARCamera.
http://hastebin.com/uneqenupaq.avrasm
Once the routine runs, I load the scene. Then in the ARScene once I have enabled the gameobject (ARCamera) I called that method.
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Karsnen
Android Split Issue with Unity3D
Hi karsnen,
Can you give any further pointers on how you got this far? I too have followed the advice on extracting the files from the .obb to where they should be, but when I try to load the AR scene on my device it crashes. The last output on the logcat is:
"Data set MY_DATASET not present in application package, checking extended root locations"
My datasets are in the Application.persistantDataPath +"/QCAR" and I have added this directory to the search paths in
public override void AddOSSpecificExternalDatasetSearchDirs() { AddExternalDatasetSearchDir(System.IO.Path.Combine(Application.persistentDataPath, "QCAR")); }
Any help you can provide would be appreciated as I too have been stuck on this for a while, with our iOS version of the app live now.
Android Split Issue with Unity3D
I finally found a solution.
I just got to call this method after I activate the ARCamera.
But anyway, as I am new with Vuforia - if any of you find my approach "NOT" the right way. Let me know. I wish to change.
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Karsnen
Got it Working!
Update:
I had to use the workaround for the bug in Vuforia 3.0.5/3.0.6 rather than follow the instructions that are supposed to work for Vuforia 3.0.9.
ie this thread: https://developer.vuforia.com/forum/unity-3-extension-technical-discussion/cant-load-dataset-obb-vuforia-3
Summary:
still using 3.0.9 and Unity 4.5.1 and my Nexus 7 from 2012 with KitKat (4.4.4) and using the Unity samples 3-0-10
AllesandroB's published fix for 3.0.5/3.0.6:
I removed the code from AddOSSpecificExternalDatasetSearchDirs
I added the code to the ARCamera per scene (with dat xml hardcoded)