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Placenote SDK and sample app for Unity
it stops drawing new points but doesn’t clear the old ones
I did see this as a common problem on the troubleshooting page but the issue still existed even after I have disabled Bitcode for the project. I have followed the steps here: https://docs.placenote.com/unity/build-the-sample-apps/run-on-an-ios-device
Many thanks in advance!
Hi, I'm trying to use placenote and on some ISPs it only works via VPN , I suspect it is because Firebase as some ISPs has banned it. I wanted to ask if there are any ways to bypass FireBase and not using it or a way to use a proxy inside placenote.
Thanks
libPlacenote, PNSetFrame Vertical Mapping SDK not initialized, please call PNInitialize
I have multiple scene setup with placenote. Do i have to stop session and start session everytime i start a new scene? Because in the editor i am getting the output perfectly but when i build it is not working. One of the developers in Slack suggested me to "LibPlacenote.instance.Init()" Which says "PNInitialize already initialized" But when i Debug with "LibPLacenote.instance.initialize()" I get "Placenote Not initialized" Can you tell me what mistake i am doing..
Any support will be greatly appreciated.
Thanks.
When building your SDK on Windows the PostBuildTrigger script does not produce the desired result.
The whole folder of the framework gets copied into the build folder which then causes the framework signing check of the app to fail when installing the ipa to device.
Currently, users would have to check the status of the session via GetStatus() in the OnPose callback to determine what to do, but they really don't have need for a pose that's not correct.
Hi,
I have put the API keys and map ID, when tried to click "Add planes and PointCloud"
I got this
Extracting planes from xxxxxxxx-5e4b-4642-ac48-xxxxxxxxx
UnityEngine.Debug:Log(Object)
NullReferenceException: Object reference not set to an instance of an object
EditorCoroutines.PlacenoteWebAPI+c__Iterator1.MoveNext () (at Assets/Placenote/Toolkits/SpatialCapture/PlacenoteWebAPI.cs:115)
EditorCoroutines.EditorCoroutines.MoveNext (EditorCoroutines.EditorCoroutine coroutine) (at Assets/Placenote/EditorCoroutines/Scripts/EditorCoroutines.cs:337)
EditorCoroutines.EditorCoroutines.OnUpdate () (at Assets/Placenote/EditorCoroutines/Scripts/EditorCoroutines.cs:320)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorApplication.cs:191)
the placenote frame work is not found error. the weird thing i have added it propely following the videos. but still its throughing an error. the app as successly build but while running its crashing and throwing the above error. i have even added description for camera and location as well. can any one guide me.
Hi,
I've tried installing placenote with both methods, but with each one I have some kind of issue with the framework.
As I download unity package, I have the framework folder completely downloaded. (8Mb). However, as I try to build the example project I become the error:
...iOS/Placenote.framework/Placenote' does not contain bitcode. You must rebuild it with bitcode enabled (Xcode setting ENABLE_BITCODE), obtain an updated library from the vendor, or disable bitcode for this target.
Moreover, I can't add the framework from the list in Xcode but I still can drag and drop the folder.
I tried every other solution I found on the internet but nothing worked for me.
So I used the SSH key method and cloned the project from GitHub. However, the framework folder is only 61KB. I repeated the process several times but the result was still the same. (Home-brew is also properly installed).
I'd be happy if someone could offer me a solution.
Thanks
I'm on Unity 2019.1.11f1, and it appears that the device camera never works. I do get a prompt to allow the camera, but it shows nothing but a blue background with any of the samples. The iOS version is 12.4. Projects built with the normal 3D version are working, just not using LRP.
I am using Unity 2018.3 and Xcode 10.1 and iOS 12.1
we have issue for placenote with new Xcode xcode 13, look like it has error AR library on Xcode 13 :
[nativeSession->_classToCallbackMap setObject:anchorCallbacks forKey:[ARPlaneAnchor class]];
}
error : Cannot initialize a parameter of type 'id _Nonnull' with an rvalue of type 'Class'
Hi,
I have successfully following the steps in the Unity Spatial Capture documentation found here. Now i would like to extend the sample app to try building a larger scale map. However i noticed that the Capture app on Testflight crash when the scanning map is getting too big (for me it was about 10x10m room and any further the app would crash).
So there are 2 things that i hope i can get some assistance with:
your setup videos show a scene folder but your sdk doesn't have one guys . check it out. or else please let me know how to get started
Update this since some of the files in there no longer exist
LibraryChecker.cs refers to a hardcoded path:
Assets/Placenote/Plugins/iOS/Placenote.framework/Placenote
Which fails when the package is installed elsewhere.
I followed the steps that are given in the tutorial. Captured a map data using Spatial Capture app. Did all steps for listing the maps and also added the API key. However, while clicking on the ‘Add Planes and PointCloud’ button I get the following error.
IndexOutOfRangeException: Index was outside the bounds of the array.
EditorCoroutines.PlacenoteWebAPI+d__8.MoveNext () (at Assets/Placenote/Toolkits/SpatialCapture/PlacenoteWebAPI.cs:116)
EditorCoroutines.EditorCoroutines.MoveNext (EditorCoroutines.EditorCoroutines+EditorCoroutine coroutine) (at Assets/Placenote/EditorCoroutines/Scripts/EditorCoroutines.cs:337)
EditorCoroutines.EditorCoroutines.OnUpdate () (at Assets/Placenote/EditorCoroutines/Scripts/EditorCoroutines.cs:320)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorApplication.cs:200)
Am I missing something?
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