A-FRAME WebXR Could not create a session error - aframe

Hi I'm developing an 360 video player website with A-FRAME and I got some troubles.
The webpage works well when I control with keyboard and mouse. (When I click VR icon that makes me enter VR mode, it works well. I can control camera view angle with mouse)
Howerer, if I put on my oculus rift s headset and try to enter VR mode, these errors come up.
"Could not create a session because: Something went wrong initializing the session in the runtime"
"Uncaught (in promise) DOMException: The specified session configuration is not supported."
I also tried to enter VR mode in web app from aframe.io such as "Hello WebVR" and "A-Painter" but same situation. I searched the error messages on google, but I never found the solutions for those errors.
I tried these things.
-updating graphic drivers
-reinstall my oculus program
-checking OpenXR runtime setting in Oculus software Settings
My system is as follows.
Windows 10 Enterprise 21H2(OS build 19044.1706)
Intel i7-9700
ZOTAC RTX 2080 Ti
Oculus Rift S, Oculus Rift (none of them works...)
Chrome version 101.0.4951.67
If anyone has experienced similar troubles, I really appriciate if you share how you fix them.

Related

Xamarin Forms - iOS debug on actual device hangs on launchscreen. Workin on simulator

I have a XF app already published on the play store and now I am targetting iOS. During developpent I made sure the app was still working on iOS, using the simulator only.
On the simulator everything works as expected, the launch screen is shown then the MainPage starts. But when I debug on an actual IPhone device, the app get stuck on the Launchscreen.storyboard for about 20 sec then the app exits. I've no debug output and it seems that the AppDelegate is never hit. Breakpoints in AppDelegate.FinishedLaunching method are not hit for instance. I tried to F11 for start in debugging mode but I don't hit anything, still hanging on the launch screen. I was expecting the transition from simulator to device to be less painful.
My plist file contains the following permission requirements
...
<key>NSLocationAlwaysUsageDescription</key>
<string>We need to use your location</string>
<key>NSLocationWhenInUseUsageDescription</key>
<string>We are using your location</string>
<key>NSPhotoLibraryUsageDescription</key>
<string>This app needs access to photos.</string>
<key>NSPhotoLibraryAddUsageDescription</key>
<string>This app needs access to the photo gallery.</string>
The only difference I saw is that location permissions are not asked on the device while in the simulator it asks for it at start. But this might be related to the fact that I can't reach AppDelegate, I am not sure yet.
The iOS project was generated via Prism templates. I am using VS 16.8.0 on Windows, XF 4.8.0.1687, Prism 8.0.0.1909, Xamarin iOS SDK 14.4.1.3 and I am set to "don't link" for linkers option. The device is an Iphone 10.
Any idea how can I find out the root cause - or get some useful logs?
Thanks in advance for your help.
EDIT:
Here are the device log output during a new installation https://taits.s3-eu-west-1.amazonaws.com/devicelogs.txt. I am trying to go through them but kinda lost.

Can't make Siri Shortcuts work in macCatalyst app

I'm trying to port my iOS app to Mac using macCatalyst, and I'm having problem with Siri Shortcuts. The code complies and runs, but when I try to add shortcut using INUIAddVoiceShortcutViewController I'm seeing 'Shortcuts unavailable.'
Using
INVoiceShortcutCenter.shared.getAllVoiceShortcuts returns error [Intents] -[INVoiceShortcutCenter getAllVoiceShortcutsWithCompletion:]_block_invoke Error from -getVoiceShortcutsWithCompletion: Error Domain=NSCocoaErrorDomain Code=4099 "Couldn’t communicate with a helper application."
Any ideas what's I'm doing wrong? Same code works perfectly fine on iOS.
The Intents framework is unavailable at runtime on macOS except for WidgetKit support. The APIs are available at compile time in the Mac Catalyst environment to reduce the amount of changes required to compile for Mac Catalyst. Calling into the APIs as part of the shared code path between iOS and Mac Catalyst is fine, they will just return an error for Mac Catalyst, as you're seeing.
Posted 11 hours ago by edford 

MRTK: How to fix SpectatorView from Android-device not pairing with HoloLens? (QR-code)

Problem summary
I'm attempting to establish a connection between HoloLens and an Android device, which worked sporadically in the beta-version of the MRTK.
However since moving to the MRTK RC1 (Also Refresh), I've encountered issues regarding the QR-scanning. When pressing connect, the two devices seemingly finds eachother, however when the wearer of the HoloLens1 looks directly into the QR-code, nothing happens. (the white dot and "Locating marker..." text is showing)
Background summary
1. The Setup:
Implemented working MRTK RC1 Refresh
Cloned Feature-SpectatorView separately, copying only the "MixedRealityToolkit.Extensions" folder to the MRTK project.
"Spectator View - HoloLens" prefab added to scene.
First pressing "HoloLens" in the PlatformSwitcher, building for HoloLens1, then switching to "Android" and exporting the project to Android Studio.
Building the .apk from Android Studio
(opencv binaries are downloaded and implemented since beta version, I haven't since changed them from when they worked the last time.)
2. The Proces:
On the HoloLens, I press the "Connect" button in which a white text appears saying "Locating Marker..."
The Android phone presses connect and it goes to "Waiting for User" then as soon as a HoloLens is connected, it switches immediately to a QR code that should be readible from said HoloLens.
Looking directly at the QR-code and nothing new happens, connection does not establish further.
I checked if something was not ticked in Player Settings/Capabilities, but I can't seem to find what the culprit would be. Did I forget something in this proces?
There are a few things that could be causing this issue.
If the Android device is showing a marker, this means the two devices have established a network connection and are communicating with one another. Typically, when I run spectator view I enable the following capabilities: "Internet (Client & Server), Internet (Client), Microphone, Pictures Library, Private Networks (Client & Server), Spatial Perception, Videos Library, Webcam" in the Package.appxmanifest in visual studio. Pressing "HoloLens" on spectator view's unity platform switcher should typically achieve enabling these capabilities, but sometimes the package.appxmanifest doesn't get updated correctly in the visual studio project with subsequent builds in Unity. You can fix this by deleting your visual studio directory and rebuilding the visual studio project in unity.
If these capabilities are checked in the package.appxmanifest, it may be that you rejected a capability request when first running the application. If you open Settings -> Privacy -> Camera on the HoloLens, you can check whether your deployed spectator view application has camera access granted. You should be able to enable the camera functionality here if it is disabled.
There have been changes to both MixedRealityToolkit and MixedRealityToolkit-Unity spectator view logic, so cloning these items at different points in time may cause functions to no longer resolve (We're hoping to consolidate this code into the same repo/commit history in the future to prevent this from continuing to happen). Typically, in the Unity logs there will be errors stating that a function was not found for SpectatorViewPlugin.dll if the dll functionality is not resolving correctly. It sounds like this is not the issue you are hitting if things worked previously. But if it does turn out the case, it may be that you need to rebuild the SpectatorViewPlugin.dll to match the feature/spectatorView code you are using.
If you recently copied the SpectatorViewPlugin.dll and its dependencies to a new unity project, it may be that they aren't getting registered as usable by the windows uwp unity player. Make sure these binaries are in a Plugins\WSA\x86 folder within your assets folder. Also check the *.dll.meta definitions in the unity inspector to ensure the dll's are declared as usable for the unity wsa player/x86 builds.

Maximo Anywhere 7.6 - Standard apps getting stuck

I had setup Maximo Anywhere 7.6 in our landscape to test the standard apps provided by IBM.
I had tested couple of apps successfully but have some or the other issue with the other apps. The issues are more or less with the apps becoming hung at a screen.
Issues And Returns App -> When opened the Storeroom list to select a store room, the app is stuck at the screen. I'm unable to select a value and also not able to return to the home screen.
Inspection -> When an update is made on the Workorder (Like adding a Worklog or status change etc), the app stucks showing the Loading icon. It doesn't respond at all.
I have similar issues when testing the Transfers app, Physical Count app as well.
Anyone encountered similar issues? If yes, is there any resolution available?
Device Used: ASUS Nexus 7 (2013)
Apps built for API Level 19
Tablet OS: Android Lollipop
Regards,
Karthik
We know about the Inspection app hang on status change and have an IFix available but the others are new to me. Can you please open a PMR with our support team to track?

How to display the Soft Keyboard in Air Debug Launcher (ADL)

I've searched Google for about 1,5h now and i can't find a good answer.
Is it possible to display the Soft Keyboard when debugging using ADL?
If i use the existing properties I still don't see it.
I want to check if my layout looks well when the Soft Keyboard appears, but for some reason I don't see it coming in ADL (Adobe Debug Launcher).
I don't have a tablet to test it on for now so that isn't a solution.
Am i doing something wrong whereby I don't see the soft keyboard or doesn't it exist in ADL?
ADL is just the Flex debugger program. When I use ADL to launch my app on an Android device; there are no issues getting the soft keyboard to show up. When I use ADL to launch an app in an emulator, I have never seen the soft keyboard come up. This is not supported with the emulator included with Flex / Flash Builder.
In my experience the availability of the soft keyboard depends on the context you're running the app in (Debugger vs Device) and has nothing to do w/ ADL.
Does that answer your question?

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