anastasiadevana / HeadphoneMotion

Unity plugin for Apple Headphone Motion API.
MIT License
299 stars 22 forks source link

Can this be debugged directly on unity without using build to the iphone? #3

Closed Adilic closed 2 years ago

Adilic commented 2 years ago

I can't run this sample program on my computer,And when trying to run the base code, the console prompts that the API can only run on IOS devices. This means that when I want to write something with it, I need to build it into my phone every time I debug it, so I want to ask if I can run it directly on unity

anastasiadevana commented 2 years ago

@Adilic to my knowledge the headphone motion API currently only works on an iOS device. So unfortunately yes, you have to make a build every time. What I've done in the past when I needed to get some kind of motion in the Unity editor, was get actual iPhone motion data via OSC into Unity. I even clipped the phone to my headphones at some point :) But that's a pretty major workaround, so may or may not be worth it, depending on what you're trying to achieve.

Adilic commented 2 years ago

HI:

Thank you very much for your reply. I want to use AirPods to do some action control in unity, but I have given up because I can't debug it directly.

Thank you for telling me this.

Anastasia Devana @.***> 于2021年9月30日周四 上午1:58写道:

@Adilic https://github.com/Adilic to my knowledge the headphone motion API currently only works on an iOS device. So unfortunately yes, you have to make a build every time. What I've done in the past when I needed to get some kind of motion in the Unity editor, was get actual iPhone motion data via OSC into Unity. I even clipped the phone to my headphones at some point :) But that's a pretty major workaround, so may or may not be worth it, depending on what you're trying to achieve.

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anastasiadevana commented 2 years ago

Closing as resolved.