I'm making an app with AR features and i was wondering if it would be possible to do the AR side of the app in unreal engine cuz its just way easier to do 3d stuff in unreal. Like make an AR activity in unreal and then open that in my android studio project or something like that (without having to install multiple apps).
I tried googling similar topics but found nothing relevant, only how to bundle an unreal project in android studio not how to combine the 2.
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I am trying to create an android application, of which its components are build partly on android studio and partly on unity. i can't do everything with android studio or everything with unity, so i would like a way to merge the two parts. my plan is to integrate the part built in unity as the main activity on androids studio and then create the other activities(screens) of my app on android studio and create a way to slide scroll between those screens(activities). i would like this configuration to work as a single 'precess'.
is this posible to do ?
I am still a beginner, so if I didn't explain well please tell me.
I tried to search for information that would be useful to me but on found nothing.
Yes, it's possible. You have to make an Android Export and add it to your main project. then call unity's activity which is registered on AndroidManifest and Unity part will be run.
I am in a team of 3 for a project. 2 of us are using Windows Laptops and 1 is using a Macbook. Would we be able to work together on a cross-platform mobile application for Android and iOS, using Flutter, Dart and Android Studio?
I've just pulled the first commit from the iOS programmer and it appears to be in C++ rather than dart under an 'ios' folder.
I'm currently working in a project using exclusively Flutter/Dart. I'm on windows and the other two devs are on Mac. I haven't had any issues - I don't see why C++ code would appear if the developer is writing in dart.
Not sure what's with the c++ code but most of your dart code resides in lib/ folder. That's where you would be writing most of your code.
The other programmer could have implemented some other functionality/module in c++ under the ios/ folder of your project. This folder is specific to files necessary to configure and run your application on the IOS platform.
I downloaded the cocos3.14.1 in the cocos2dx official website, and then use the online method to create a project structure, and then compiled out android
Studio version of "proj.android-studio", and finally with the android studio to the success of this project can also be run. But then how do I develop it? Map, event, interface, logic how to write?
After importing there will be an activty inheritance Cocos2dxActivity, and a package "org.cocos2dx.lib". But I do not know what to do
You have to write most of the game logic in C++ and keep your class files in "Classes" directory.
You would have to update the android project include these C++ files.
If you're using a mac, it is easier to develop it in Xcode, and build it for android in the last step. That way you can debug all the game logic in Xcode and simulator quickly.
In the project that is initially created, your game logic starts in the AppDelegate file (by setting things like the design resolution etc), and the first scene is the "HelloWorld" scene.
Since you're new to this, why not just purchase a book and get started, or read any of the many tutorials available online.
I am currently using some libraries (e.b. material design lib) to create apps.
I want to set the minimum SDK to 5.0, but it cannot be done because the version of that library is higher.
My question is how can I know the list of installed/non-installed dependencies(e.g. com.android.support:design) provided by Google in android studio(like SDK manager) or not?
Honestly, I was using the Eclipse IDE for developing android apps, and now I switch to Android Studio. It is difficult to me to use Android Studio. Is there any resources to learn more detailed about the usage of Android Studio?
My question is how can I know the list of installed/non-installed
dependencies provided by Google in android studio(like SDK manager) or
not?
At first make sure in the left panel Project is selected.
Then right-click on your appropriate project name and select Open Module Settings
There you will see the Dependencies tab that you were searching for. There you will explore the options to add or remove dependencies or shifting them up or down in the easiest way. Hope you will find Android Studio more interesting then Eclipse gradually.
Is there any resources to learn more detailed about the usage of
Android Studio?
The official android developer site of Google is well enough to learn Android Studio in details. Everything is there. Still you can also go for tutorialspoint tutorial about Android Studio.
Links:
https://developer.android.com/training/index.html
https://www.tutorialspoint.com/android/android_studio.htm
I 'm just getting started with Unity 3D and I 'm going through android games development learning and I wonder how to setup Unity to work with android studio ?
For the majority of your tasks, you will not be working in Android Studio. You will be working directly in Unity. The only reason you would need to work in Android Studio would be to create native plug-ins for additional functionality that is not provided in the Unity Engine.
A detailed description of the requirements to build for Android are available in the Unity3D documentation. An abbreviated description:
When you are ready to test on your device, you will build for Android: File>Build Settings, and select Android from the list
You will need to have the Android SDK installed, and have at least one API Level installed using the Android SDK Manager (minimum).
In Edit>Project Settings>Player Settings, open Other Settings. Choose the Minimum API Level for your game. This API level must be installed using the Android SDK Manager
Finally, When you've finished building, you will have a .APK file.
You can copy to your Android device, and install with a file manager. -OR-
You can install it on an Android Emulator.
I hope this helps in some way!