google-ar / sceneform-android-sdk

Sceneform SDK for Android
https://developers.google.com/sceneform/develop/
Apache License 2.0
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ERROR: Could not find com.google.ar.sceneform:plugin:1.16.0. #1021

Open plugxrandroid opened 4 years ago

plugxrandroid commented 4 years ago

ERROR: Could not find com.google.ar.sceneform:plugin:1.16.0. Searched in the following locations:

janbolat commented 4 years ago

same thing

pro2on commented 4 years ago

same

bobekos commented 4 years ago

I think because of release the code, google doesn't make a maven dependency. You must check out this repo and import the code as a module into your project.

vortice3D commented 4 years ago

So, any solution to this?

JGregoryAtiba commented 4 years ago

I think because of release the code, google doesn't make a maven dependency. You must check out this repo and import the code as a module into your project.

That makes sense for the Sceneform library dependencies. (Although I don't see why open-sourcing would prevent them from putting the library in Maven...?) But what about the gradle plugin? And the Android Studio plugin?

tpsiaki commented 4 years ago

Hi All,

In our release notes you'll see that we deprecated a number of things in this release with the goal that everyone with ongoing dependencies on Sceneform can have a path forward with the open source SDK.

If you have a dependency on Sceneform and want to continue updating your Sceneform versions, it is a better solution to depend on the open source version because then you will have access to the underlying implementations in order to investigate issues, and fix bugs. As I'm sure many of you are aware, timely support on this page has been a problem for users with closed source Sceneform 😞.

Regarding a 1.16 release of other maven packages: other than deprecations, and features like gltfio support that requires open sourcing, there weren't new features in 1.16, so updating to 1.16 on maven would add risk to your project with no benefit.

The reasoning for not releasing the Gradle and Android Studio Plugins is that use of SFB (and the related plugins) is tightly tied to the version of Filament that has shipped embedded into Sceneform (which has also been a problem for many of you, who host assets online and would like compatibility of delivery assets from version to version of the SDK). This has been a driver of instability in apps, and in the Android Studio Plugin, and is one of the big reasons why moving to glTF where there is not a compatibility problem for delivery assets is so much preferable.

If there are particular scenarios that can't be supported with glTF/glb, I'd love to hear about them in case there's something we could do to mitigate them.

vortice3D commented 4 years ago

Hi everybody:

Moving to GLTF/GLB is the right way to work in 2020.

Even more considering that the ARCore model-viewer web component uses that format also, and so we can work the whole range of apps (native + web) with the same assets.

Having to work with FBX to have access to animated 3D assets has been a real pain in the #$&& all this time, so thank you very much for making our life more easy.

felislynx-silae commented 4 years ago

@tpsiaki It is good reason. But sceneform is not using androidX which makes it very pain in the ### to add it as dependency now. If i convert project myself, then every pull will be painful. Any ETA or plans for androidX migration?