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Unity3d to Gear S2

Hi,

I have a released Game in the Gear store that runs on the Gear S2 and Gear S2 Classic, this was built in Unity3D and compiled with the Tizen Wearable SDK. The game is currenly number 2 in the Entertainment chart and doing really well.

The problem I have is the new Gear S2 3G has a different GPU, Adreno based not Mali like the others, on this device Unity fails to create the Framebuffer because of a format issue and the Game crashes before it starts. I contact Unity who have explained that only the Z1 and Z3 is supported due to there agreement with Samsung (so TV's, Phones and Tablets but not Wearables are in the argreement).

So, it appears I cannot fix this issue without some sort of support from Unity / Samsung as you get no control over the creating of the Framebuffer and this is done prior to the splash screen even being shown.

Does anyone know if there are plans to support wearables, given that the build just works and this issue is so easy to fix if you have access to the engine source code, it would be a great benefit to the dev community and to Gear end users.

Thank you in advance,

Jon

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9 回复
Inpyo Kang

It is interesting topic.

Because the basic API of mobile and wearable is not different, it can be possible.

By the way, what is your application name? I can't find your app in Gear App store.

To get help from guys well, you need to provide more detail informaion such as used format and gl error info.

 

Jonny Roy

It's called Ducker, if you go to Entertainment category you should see it on the first page.

The GL error returned on the device is:

<check_framebuffer_attachment:789>: Invalid texture format! Returning error!
<check_framebuffer_object_status:1185>: Framebuffer color attachment incomplete. Returning GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT!
<check_framebuffer_object_status:1185>: Framebuffer color attachment incomplete. Returning GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT!
<check_framebuffer_attachment:789>: Invalid texture format! Returning error!
<check_framebuffer_object_status:1185>: Framebuffer color attachment incomplete. Returning GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT!
<check_framebuffer_attachment:789>: Invalid texture format! Returning error! 

The problem is, this is created by Unity at initialisation, not but user code, even a blank scene throws this error (but only on the 3G model) the Framebuffer format being created is unknown, but the lead developer from Unity came back to me and confirmed the contract with Samsung is to support only the TV's. Tablets and Phones, not Wearables. Given the simplicity of fixing this issue and supporting such devices, I would have though Samsung would have been pursueing this, but again the Unity contact said they have not been asked or entered discusions to support it.

I'm at the point were withdrawing the App might be the only option, the only thing holding me back is the question of what percentage have 3G devices versues the standard and Classic...based on the support box, it's a lot of users, but I feel bad letting down the other users when it only affects 3G devices.

JOn

Sukwon Suh

Dear All,

 

Unity 5.3.2.p2 was released yesterday.

Please download new one.

http://unity3d.com/kr/unity/qa/patch-releases

 

 I tested it on my device(Gear S2 3G), it's working fine.

 

Thank you.

Jonny Roy

Hi Sukwon,

Would you be up for letting me send you a build to run a test?

Thanks,

Jon

Sukwon Suh

Hi Jon,

I just tested empty project.

Open > New Unity Project.

I can see a default skybox from Unity.

 

Thanks,

Sukwon.

Jonny Roy

Cool, I've rebuilt my project and it works!

Thanks for the heads up!

Jon
 

Alex Cardona

Hi

Sorry to bother you, I'm not here to help you out, I wish I could but instead I have my game stuck at samsung revision because the game quits once sent background, it is not resuming, just restarting and for samsung that is an error, looking into official forums Unity technologies only say "Gear S2 (non 3g) is not officially supported, look for help anywhere else" so that's exactly what I'm doing, you are the only person that I know that was able to pass the samsung revision ¿how do you managed to "pause" your app when sent background and how it "resume" once in front again? that's my only error, that's why this guys at samsung keep rejecting my app

Thanks in advance

Saludos

Alexander Cardona

Manizales Colombia

Jonny Roy

Well it kind of does and kind of doesn't, so if you screen cover the S2 to turn it off, it will resume. Back button needs to close it, Menu button will close it, samsung expect when you go to running tasks that the app resume with no data loss, so the only option is to use PlayerPrefs, and on Tizen you need to make sure you call Save (in fact you should always call Save, but in some situations they auto save normally on scene change)

Hope that helps, I used them and it worked fine for me, although my next project is a bit trickier to get it to resume as it has a lot going on!

Jon

Alex Cardona

Hi

My thanks message desappeared or something, is not here, many months later I still thank you, the PlayerPrefs.Save() was the solution for that problem, now I'm facing another issue:

[Defect]
An API, which is not officially documented in the Tizen SDK, has been used in the source code of the Application package.

[Expected Result]
APIs that are not officially documented in the Tizen SDK should not be used in the source code of Application packages.

[Reference]
Undocumented API is for internal platform developer only and such APIs are subjected to change without notice.
So if application uses undocumented API, it does not guarantee compatibility for future platform update.
See the attached file for further details on the use of undocumented APIs.

The app runs smoothly in a test S2 Gear we have, but this people keep rejecting the game for one reason or another, I had to send them a video as a proof of the app working because they insisted that it doesn't, after that now this, Samsung from my experience is really hard on developers, even more than apple.