"ARCore world coordinate space always has +Y pointing up relative to gravity" - by someone in the Arcore team.
So does that mean
I don't know wthether it's stupid, I have very less or no idea about these things, learned these matrix calculations today morning only arkit/ arcore/ urho 2 days back. Please bear with me. :grin:
node.Position = new Vector3(0,0,1); node.RotateAround(Vector3.Zero, new Quaternion(x:0, y:compasAngle, z:0), TransformSpace.World);
urhoapp.Exit()when the page is actually on a master detail page, the application throws an error
UrhoSharp "System.InvalidOperationException: 'The application is not configured yet’”. Works fine with normal navigation pages and this happens only on iOS, on Android the same code works absolutely fine. I came up with some workarounds to get it fixed for now, but thought of letting you know. Have you heard this before? on v1.9.67
UrhoSharp.Formsin order to implement a 360 panoramic view. Imanaged to implement it just fine for Android devices but I'm having some issues with the iOS implementation. I keep getting Failed to create texture when calling
GetTexture2D(imagePath);. Everything else works absolutely fine, it is this method which is causing problems. Just so you know, the image is 8192x4096 in resolution. Does anyone have a clue on how to make this work on iOS? Thanks in advance :)
UrhoSharp.Formsand I'm having two issues that I don't know how to solve. The first one is that in iOS the viewer doesn't scale well. It seems it has to do something with density on iOS which puts my view in 1/3 of the allocated screen size, exactly like this: xamarin/urho#348 Unfortunately, the solution provided in this link doesn't work for me since I implemented this in a regular view and not in a ContentPage (so I don't have access to OnAppearing() method for example)
myUrhoSurface.Show<MyUrhoApp>...and I wasn't able to trace this error any further. Any hints on this?