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Sound Issues

December 1, 2010 - 1:43am #1

Unity games featuring AR do not play their sounds on my HTC Desire.
When I make a regular game they do play.
Any logic reason? :confused:

Re: Sound Issues

December 18, 2010 - 10:30am #10

Thanks guys for the update. Seems to work fine now!

Re: Sound Issues

December 12, 2010 - 9:14pm #9

It's not something that can be worked around, unfortunately it's an issue with the initialization sequence in the precompiled library.

The fix will be included in the next release, which should be out within the next couple weeks.

- Kim

Re: Sound Issues

December 12, 2010 - 4:50am #8

Could you explain us what's the nature of the problem with the accelerometer? Maybe there is a workaround, like writing my own plugin for Unity or something like that?

Re: Sound Issues

December 12, 2010 - 4:37am #7
Quote:

Yes, sorry, this is a known issue with the current Unity Extension. Sound and accelerometer support are both missing. This should be fixed in an update soon!

Could you give us an ETA on this update?

Re: Sound Issues

December 3, 2010 - 12:09am #6

ah Hah! I thought iPhoneUtils.Vibrate(); was only for the iphone, but I guess not--it works well on the Desire.

thanks for the clarification about the collision. As soon as I attached a rigid body to the camera, it was able to detect collisions with anything that had a collider.

thanks,
kedar

Re: Sound Issues

December 2, 2010 - 9:58am #5

Sorry for the delay, I had to test these things out. I got both the collision and vibration working with the released version of the extension. Here's what I did:

Placed a cube about the size of the teapot on the chips target (as a child object). Checked Is Trigger on the Box Collider. Added a Rigidbody, unchecked Use Gravity.

Placed a cube around the camera, as a child object, scaled to 20 units. Turned off the Mesh Renderer. Added a Rigidbody, unchecked Use Gravity.

Created a script with the following methods, and attached to the cube on the chips target:

public GUIText message;

void OnTriggerEnter(Collider other) {
	message.text = "collided with " + other;
	iPhoneUtils.Vibrate();
}

void OnTriggerExit(Collider other) {
	message.text = "";
}

I'm not sure if both rigidbodies are required, but this is how I got things to work. Let me know if you have any issues!

- Kim

Re: Sound Issues

December 1, 2010 - 3:54pm #4

One more question,

Does the current version of Unity Extension also not support vibration feedback? since there's no sound?

thanks,
kedar

Re: Sound Issues

December 1, 2010 - 3:31pm #3

Hey Kim,

Yeah I was about ask about why sound was wasn't working on my HTC Desire!
Good to know that sound and accelorometer aren't working.

I was also testing OnTriggerEnter and OnCollisionEnter with Box colliders(on the ARCamera and a Cube attached to an ImageTarget) and they were not working.
Essentially I put a Box Collider on the ARCamera in the Hierarchy and checked the "Is Trigger" checkbox and created a Cube that comes with a Box Collider(I checked the "Is Trigger" ) and attached the OnTriggerEnter code to the ARCamera, but nothing seems to be priting to the GUIText that I'm using to debug:((

It would be nice to know what currently doesn't work with Unity Extension--so we don't spend time on those aspects. maybe you guys already have some info about this--I'm just not aware of it.

thank you,
Kedar

Re: Sound Issues

December 1, 2010 - 3:17pm #2

Yes, sorry, this is a known issue with the current Unity Extension. Sound and accelerometer support are both missing. This should be fixed in an update soon!

- Kim

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