![]() ![]() ![]() The strictures of modern TV design generally leave little space in a TV chassis for adding speakers, or providing the necessary space for rich resonance. OnPreRender()' (see profiler in wifi screenshots).Īt first I thought it might be an issue with iOS not being compatible with Windows and remote profiling only being available on macOS, but seeing as I can connect over WiFi to the Windows machine, I'm thinking there is no issue on OS compatibility."From the sharp resolution to the full array backlight with 400+ individual dimming zones, the Q90 packs every technology Samsung has to bring you an excellent viewing experience." On both cases connection over wifi works, but seems to be throttled by a camera render process, specifically 'UnityRemoteVideo. With the ARKitRemote app running on the iPad and the 'EditorTestScene' running in Unity on the PC, and with the iPad connected over usb cable, I can not connect at all, with a 'Failed to connect to player' error (pic 'win-usb.png'). Same as the macbook attempt, essentially unusable. ![]() With the ARKitRemote app running on the iPad and the 'EditorTestScene' running in Unity on the PC, and with the iPad connected over WiFi, I can remote connect using the iPad's local address, it again connects successfully, but runs very slow, ~500ms delay per frame (pic 'win-wifi.png'). With the ARKitRemote app running on the iPad and the 'EditorTestScene' running in Unity on the mac, and with the iPad connected over WiFi, I can remote connect using the iPad's local address, it connects successfully, but runs extremely slow, ~400ms delay per frame (pic 'mac-wifi.png'). With the ARKitRemote app running on the iPad and the 'EditorTestScene' running in Unity on the mac, and with the iPad connected over usb cable, I can remote connect fine, everything works as it should (pic 'mac-usb.png'). ![]() I have successfully built the demo 'UnityARKitRemote' Scene and deployed to the iPad. I have also tested connecting to a macbook pro, which almost works (more info on this later). Unfortunately I can't get that to work, the iPad is refusing to connect to the Unity Profiler reliably. My aim is to get the ARKit Remote working on an iPad (the deployment device) connected to a Windows 10 machine (the main development device), to avoid installing each new test build on the iPad just for testing. I'm having some issues with the ARKit remote, similar to what others have reported in this thread. ![]()
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