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Having problem in running Application when installed on Android Oreo 8.1
Posted Date: 2019-04-24 7:01     Edited Date: 2019-07-11 0:21     Writer: inactive

Please provide your development details as below;

1. SDK Version: 4.1.1.
2. Development Environment: Unity-Android.
3. Tracker/Scanner: Image Tracker and Instant Tracker both are used.
4. License Type(Free / Pro-One Time Fee / Pro-Subscription / Enterprise): Free.
5. Target Device(Optional): Xiaomi Redmi Note 6 Pro.

We can assist better if you attach screenshots of issues:  Not getting any issues, just the app doesn't run and crashes immediately with a blanked out screen when opened in Target Device.

 

Hoping to get response soon, as stuck here for so many days.

Thanks

Posted Date: 2019-04-24 8:21     Edited Date: 2019-04-24 8:21     Writer: inactive

Have you written your own code using Image Tracker and Instant Tracker at the same time?

In any situation, you need to tell me how the crash happened so we can answer.

 

Leo

Maxst Support Team

Posted Date: 2019-04-24 11:43     Edited Date: 2019-04-24 11:44     Writer: inactive

Hello Leo,

Thnaks for your quick response.

No, I've used the same code which is used in your samples. App works fine in iOS 12.1.4 in iPhone 7.

The issue is when switch the platform to Android in Unity, even the app gets successful apk build but doesn't run, just simply crashes when I try to start the app in Android.

The error is this yet Unity builds it successfully (don't know why):  

Shader error in 'MaxstAR/FeaturePoint': Input signature parameter SV_VertexID (1-based Entry 2) type must be a scalar uint. at line 43 (on gles)

Compiling Vertex program
Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER SHADER_API_MOBILE UNITY_HARDWARE_TIER1 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING

 

Posted Date: 2019-04-25 4:19     Edited Date: 2019-04-25 4:19     Writer: inactive

As the SDK version is updated to 4.1.1, the Shader code is no longer used.

Guess you have imported the previous version of the SDK and re-imported the 4.1.1 version.

Deleting MaxstAR / FeaturePoint, the code that causes the error, will be fixed.

 

Leo

Maxst Support Team

Posted Date: 2019-04-25 7:56     Edited Date: 2019-04-25 8:05     Writer: inactive

Hello Leo,

You guessed correctly. Previously was 4.0, and then I upgraded to 4.1.1.

Did what you said, now in the editor console after the build error isn't there. But the problem is there, app doesn't run in Android.

Thanks again.

Posted Date: 2019-04-25 9:12     Edited Date: 2019-04-25 9:14     Writer: inactive

Please remove the MaxstAR / FeaturePoint file from the Explorer. Still not running on Android?

Rebuild it and run it on Android.

Or create a new project and import SDK 4.1.1.

When importing a new version of the SDK, the old version of the file should be deleted, but it still exists!

 

Leo

Maxst Support Team

Posted Date: 2019-04-25 10:28     Edited Date: 2019-04-25 10:28     Writer: inactive

Hello Leo,

Removed the MaxstAR/FeaturePoint file. It isn't showing in the Explorer also. But in iOS it is running perfectly without any Shader error. The problem arose to me only when I switched the platform to Android. It'll be very time-consuming for me if I've to start again to build the project. I need it now for the demo I've to give. I'm already delayed by few days trying to solve the error by my own.

Can't I get any solution by which the application could get run?

Thanks

Posted Date: 2019-04-26 0:56     Edited Date: 2019-04-26 0:56     Writer: inactive

Hello uac.
Have you deleted the Resources / MaxstAR / Shader / FeaturePoint.shader file and still generate an error?
If you clear the file and continue to get errors, it would be helpful to upload the log.
And if you mean Android switching that means starting a new project is time consuming, try reducing the content a bit. The SDK code does not have a heavy load.

 

Leo

Maxst Support Team

Posted Date: 2019-07-09 9:59     Edited Date: 2019-07-09 9:59     Writer: inactive

Hello Leo,

How are ya?

Long time ago, I described this problem. The problem is still there after all the solutions you provided to me.

Please help as this issue has became so frustrating now.

Thank you,

Best Regards

Posted Date: 2019-07-10 1:10     Edited Date: 2019-07-10 1:10     Writer: inactive

Hi uac. long time no see.

The code is updated and not used, but it seems that you did not update it properly when you updated the SDK version.

 

My solution was to replace

v2f vert (appdata v, uint vid : SV_VertexID)

with this: v2f vert (appdata v, unsigned int vid : SV_VertexID)

 

Try this method.

 

Leo

Maxst Support Team

Posted Date: 2019-07-10 6:20     Edited Date: 2019-07-10 6:20     Writer: inactive

Hello Leo,

How are you?

Thanks for quicker response. Can't try the above solution, because there isn't any FeaturePoint.shader file in existence now. Because you told me to delete it before reply.

Please look further.

Thanks again,

Best Regards

Posted Date: 2019-07-10 7:43     Edited Date: 2019-07-10 7:43     Writer: inactive

Hello Leo,

Just upgraded the SDK to 4.1.2 and guess what the problem is solved!!

Thanks again,

Best Regards

Posted Date: 2019-07-11 0:21     Edited Date: 2019-07-11 0:21     Writer: inactive

Oh no... Version 4.1.2 has some bugs. We are going to release 4.1.3 with a bug fix this week. You'd better use that version.

 

Leo

Maxst Support Team