SpeechRecognition in webxr
I was using a third party component to do speech recognition in webxr, but then realized there is a browser api for this. Quickly changed app to use this and realized it doesn't seem to be exposed on meta quest2. Anyone know if that's on the roadmap or it's maybe called something else? (I couldn't find anything that indicates it was implemented on the native oculus browser).1KViews3likes1CommentGetting to Android 32 with Unreal 4.27.2
Hi all, Quick summary here of what we needed to do to get our app(s) updated to API 32 - with Unreal 4.27.2 A bunch of this info seems spread out in other posts and I though collecting it in one spot might save others some pain Updating to API 32: - using Android Studio to configure the SDK to api 32 - just SDK Platform 32 and Sources for 32 are needed (we still have 29 installed) - Tools stay at 29 - we have 29.0.2 and 29.0.3 installed - Use the editor to set your android API to 32 Now problems we had with 32.. -Sideloads of builds installs didn't work, -Dev builds couldn't save logs -We couldn't launch one app from another Sideload fixes require changing /Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs Near the top.. add 'Android' infront of obb --> private const string TargetAndroidLocation = "Android/obb/"; Then in GenerateInstallBatchFile, around line 950 there are to spots where "$STORAGE/Android/" needs to be just "$STORAGE/" Also in that same method near the top.. make this always true.. bool bNeedGrantStoragePermission = true; //bRequireRuntimeStoragePermission && !bIsDistribution; To get logs and general functioning working: Some tags need to be added to DefaultEngine.ini, (..some of the following may not apply to all apps..) [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] bUseExternalFilesDir=true +ExtraManifestNodeTags=xmlns:tools="http://schemas.android.com/tools" +ExtraApplicationNodeTags=tools:replace="android:name" (the above is needed if you use Vivox later releases) +ExtraApplicationNodeTags=android:allowBackup='false' ExtraApplicationSettings= +ExtraActivityNodeTags=android:exported="true" ExtraActivitySettings= +ExtraPermissions=android.permission.INTERNET +ExtraPermissions="com.qti.permission.PROFILER " +ExtraPermissions=android.permission.WRITE_EXTERNAL_STORAGE +ExtraPermissions=android.permission.READ_EXTERNAL_STORAGE +ExtraPermissions=android.permission.WRITE_INTERNAL_STORAGE +ExtraPermissions=android.permission.READ_INTERNAL_STORAGE +ExtraPermissions=android.permission.READ_MEDIA_IMAGES +ExtraPermissions=android.permission.READ_MEDIA_VIDEO +ExtraPermissions=android.permission.READ_MEDIA_AUDIO +ExtraPermissions=android.permission.ACCESS_MEDIA_LOCATION +ExtraPermissions=android.permission.MANAGE_EXTERNAL_STORAGE bAndroidVoiceEnabled=False Also to get the logs saving on the device, we could not see how to grant permissions to save them where it usually wants to. I think that is truly locked off, but instead change the destination to use "Downloads" instead of UE4Game as the root.. In AndroidPlatformFile.cpp //#define FILEBASE_DIRECTORY "/UE4Game/" #define FILEBASE_DIRECTORY "/Download/" Our apps use a central launcher so to start those packages you must be able to get visibility of them, (new in 30, I think) so some additions to the AndroidManifest.xml are needed -- this can be done in UEDeployAndroid.cs -- there is a section that checks for API >= 30 -- and it creates a "query" section.. to this we added the following (I've included the tag to end the <queries> for ref) Text.AppendLine("\t\t<intent>"); Text.AppendLine("\t\t\t<action android:name=\"android.intent.action.MAIN\" />"); Text.AppendLine("\t\t\t<category android:name=\"android.intent.category.INFO\" />"); Text.AppendLine("\t\t\t<category android:name=\"com.oculus.intent.category.VR\" />"); Text.AppendLine("\t\t</intent>"); Text.AppendLine("\t</queries>"); This lets our app discover and launch other apps. Hope this helps some one else! DR -6.7KViews9likes13CommentsMicrophone permission prompt not showing up
I am developing on Quest 2. I am using the Agora RTC SDK which would access the microphone for voice input. I specified the permission in the AndroidManifest.xml file, and also ask it in the Unity code for access. However, the prompt isn't showing up on Quest 2 like it did on other Android devices. Is there something missing here? How does the others voice related app do this?1KViews2likes0Comments