Stream screen to Chromecast - google-cast

I am trying to create an App to Stream screen to Chromecast.
I follow the Tutorials and able to create button & connect device.
However, what is next step to cast over ?
Anyone know how using the latest Android Sender 17.1.0 ?
Thanks

You should register your receiver app and a Cast device to test (https://cast.google.com). Anyway, I guess you have your mediaRouteIMenuItem created.
Now you have to use RemoteMediaClient to load some content in your cast device (Video, audio...). What's your problem exactly?

I have an App require to cast the screen (mirror) to the Chromecast or other similar device. I notice in SDK-28 Phone which I use for testing, the Android-OS already has this feature.
Could I could simply invoke(control) this Android feature within my App using API ? I could not find how to do it.
Furthermore reading the material, it indicates if I am using default Cast device protocol, I could just use the "CastMediaControlIntent.DEFAULT_MEDIA_RECEIVER_APPLICATION_ID" = "CC1AD845".
Is this correct ?
I found a project "android_library_screen_mirroring_chromecast-master" in GitHub created 2 years ago to use "CastScreenPresentation" but when I rebuild the project using "com.android.tools.build:gradle:3.5.0" and it would not work.

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I am currently developing my first hololens 2 application. In it, I create an interactable with box collider at runtime. In the Unity editor I can grab and move it around, but on Hololens, if I try to grab it, nothing happens. Does anyone have any leads on why this could be?
EDIT: The Example App is installed and Hand Tracking works as intended. The issue seems to not be caused by faulty sensors
Properties (at runtime, after instantiating):
It is recommended to double-check the Unity Project Setting to troubleshoot, please follow this doc to declare the appropriate capabilities. And then you need to configure the XR Plugin. For XR SDK, please follow this link: Getting started with MRTK and XR SDK, for Legacy XR, have a look at For Legacy XR.
After this, please try deploying the scene Assets/MRTK/Examples/Demos/HandTracking/Scenes/HandInteractionExamples.unity to your device. Do you see the same behavior? This will help narrow down if it's an issue with your configuration or an issue with your scene.
Besides, we always recommend the latest Unity LTS (Long Term Support) stream as the best version to develop MR app, and the current recommendation is to use Unity 2019.4: https://unity3d.com/unity/qa/lts-releases

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When I try to create the binding using Sharpie I only get "GoogleToolboxForMac" and "GTMSessionFetcher" to bind; 2 sets of attributes and struct files are created.
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How can I solve this error? I can't deliver push notifications and I can't find anywhere a fix for this error. I tried everything that is explained here: https://azure.microsoft.com/en-us/documentation/articles/mobile-engagement-unity-android-get-started/
You did not follow the instruction well. You need to download and import the Azure Plugin package into Unity. You can get that here. When this is done, the EngagementReachAgent class and the Initialize() function will be present in your Unity project. They are not there now, so you can't use them.

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After getting out of a mode of procastinating, I've finally gotten to the item on the projects todo-list that says "Run on virtual device to see why it crashes".
My project is a libgdx application that I plan on porting to various platforms, the two most important ones being desktop and android.
During development I've exclusively used the desktop launcher, as it's a lot easier to fire up when just checking minor things.
I did build an .apk at one point just to see if it'd run out of the box, but it didn't. Now that I've tried via the virtual device, this is what the log says:
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The virtual device I tried with is the stock Nexus 5, but I tried running the .apk by uploading it to my actual phone with a crash right after start, and I assume the problem is the same and is therefore unrelated to the test-platform.
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Please comment if more info is needed.
Use Gdx.files.internal() instead of FileHandle().
From filehandle(string) method info
Creates a new absolute FileHandle for the file name. Use this for
tools on the desktop that don't need any of the backends.
Do not use this constructor in case you write something cross-platform.

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