I have 3 scene in my game (menu,game,shop). I wrote the code on https://firebase.google.com/docs/unity/setup step 5. Where I need to add this code? All scene or only first scene which is starting.
To which scene or which scenes would you suggest me to add this code to get the most accurate analytics data?
The code from step 5 is added at the start of the application. It has to fire once on every app launch.
But that is just a general Firebase SDK. Judging from your tags, you're more interested in the analytics side of it. Here's more on the FirebaseAnalytics setup for Unity.
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I am trying to build a simple app that takes a picture of a dog, and it tells me what breed of dog it is. I got the camera working on my reactnative app, and uploaded my custom TFlite model to my project on Firebase. Im not sure how to proceed as my next step. The Firebase ML documentation suggests that I can only do so with native code (ios/android) My next step is 'sending' the picture i took to the custom model on Firebase. Is this possible, if so, how? thanks
You can try this PR for ML Kit wrapper which adds support for image labeling https://github.com/a7medev/react-native-ml-kit/pull/21
Navigation and simulation is working fine for the first day and then when same actions are performed on next day, navigation manager listeners and position listeners are not working. But when I clear the app storage data, they start to work again only for that day and no errors are shown in the implementation. I have implemented the functionality using the reference projects in GitHub Turn-by-turn navigation project.
https://github.com/heremaps/here-android-sdk-examples
Storage should not block functionality of HERE SDK.
Or you can try to see if there was any callback of PositioningManager.OnPositionChangedListener or NavigationManager.PositionListener triggered?
I develop on a big new website some features.
There is lot of views and it's difficult to understand where the code is executed. I would like to add html comments on each render view of this website to help all developer to see where there are i try with kernel view but this listener is never lauch
If you known how i can do please ?
thx by advance
With your Symfony 3 app use http://localhost/app_dev.php/
When you call that URL Symfony will load the tool bar at the bottom that will provide the details you are looking for.
With Symfony 4 this is controlled by your environment settings.
I have a jar with custom controls. When it is built under Java 10 I'm able to import it to scene builder and access my custom controls. When I build it using Java 11, the list of controls to import is empty.
Does anyone know if there's something special I need to configure to handle this? Or do I need to wait for Scene Builder to be updated? With gluon apparently taking on a stewardship role of JavaFX I had expected this to work out of the box.
we are developing an Adobe AIR app using Flex4. We are facing lot of bugs that didn't show up when we run the application inside Flash Builder (both debug mode and run mode), but when we install the app and run it, the app shows a different behaviour. Any idea ? what does it change between running the installed application in the builder and outside ?
Thanks a lot
Ok i've founded the problem using MonsterDebugger in the application running stand alone. The problem was the File.browseForDirectory(). I'm creating the File object, registering the event listener and then calling File.browseForDirectory() and that generate an exception. I switched the order, First creating a new file, then calling File.browseForDirectory() and at last register an event handler and works great.
My guess is that inside the debugger version and inside Flash Builder it takes just few more millisec and the File object is ready when i register the eventlistener but in the stand alone application AS3 code for event listener registration is executed before the File object initialization.