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controlleremulator's Issues

Connecting Android to iPhone

I have successfully installed the app on my iPhone 5s, but it refuses to connect to my Pixel. It says paired on the Pixel, but it says not connected the iPhone. The app also says error. How did you connect them? Any advice?

Tutorial about how to use this package

Thanks for the amazing work!

I am a new start of the Google Daydream and wondering how to use your package? Could you pls give any steps?

Thanks a lot!

How to use with no Mac?

Can you use this without a mac too? I don't have one and Virtualization doesn't work (idk why).

Any chance of posting an ipa

First off, amazing work! Im not good at compiling stuff like this. Would it be possible for you to post an.ipa file of it we could sideboard? Thanks so much!

Not Work with bluetooth

the controller is not detected on daydream with bluetooth connection.

`2017-05-22 15:50:35.218394+0400 ControllerEmulator[21601:2966858] [DYMTLInitPlatform] platform initialization successful

2017-05-22 15:50:35.344906+0400 ControllerEmulator[21601:2966622] -> registered mono modules 0x1015c9800
-> applicationDidFinishLaunching()
Player data archive not found at /var/containers/Bundle/Application/B12D472C-422A-48B8-BD85-EA7898649609/ControllerEmulator.app/Data/data.unity3d, using local filesystem2017-05-22 15:50:36.763887+0400 ControllerEmulator[21601:2966622] Metal GPU Frame Capture Enabled
2017-05-22 15:50:36.764328+0400 ControllerEmulator[21601:2966622] Metal API Validation Disabled
2017-05-22 15:50:37.342749+0400 ControllerEmulator[21601:2966622] libMobileGestalt MobileGestaltSupport.m:153: pid 21601 (ControllerEmulator) does not have sandbox access for frZQaeyWLUvLjeuEK43hmg and IS NOT appropriately entitled
2017-05-22 15:50:37.342928+0400 ControllerEmulator[21601:2966622] libMobileGestalt MobileGestalt.c:550: no access to InverseDeviceID (see rdar://problem/11744455)
2017-05-22 15:50:38.754028+0400 ControllerEmulator[21601:2966943] [Compass] CPAS data response was invaild.
2017-05-22 15:50:38.845213+0400 ControllerEmulator[21601:2966622] Could not load the "LaunchScreen-iPhonePortrait.png" image referenced from a nib in the bundle with identifier "com.homido.ControllerEmulator"
-> applicationDidBecomeActive()
GfxDevice: creating device client; threaded=1
Initializing Metal device caps: Apple A8 GPU
Initialize engine version: 2017.1.0b5 (e2f219641e2c)
OnLevelWasLoaded was found on GvrViewer
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
Google.ProtocolBuffers.ICodedInputStream:ReadEnum(T&, Object&)
Google.ProtocolBuffers.ICodedInputStream:ReadEnum(T&, Object&)

[ line 380]
(Filename: Line: 380)

2017-05-22 15:50:43.966459+0400 ControllerEmulator[21601:2966622] [LayoutConstraints] Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want.
Try this:
(1) look at each constraint and try to figure out which you don't expect;
(2) find the code that added the unwanted constraint or constraints and fix it.
(Note: If you're seeing NSAutoresizingMaskLayoutConstraints that you don't understand, refer to the documentation for the UIView property translatesAutoresizingMaskIntoConstraints)
(
"<NSAutoresizingMaskLayoutConstraint:0x174292520 h=-&- v=-&- _UIBackdropContentView:0x129d540e0.midX == _UIBackdropView:0x129d53a70.midX (active)>",
"<NSAutoresizingMaskLayoutConstraint:0x174292570 h=-&- v=-&- _UIBackdropContentView:0x129d540e0.width == _UIBackdropView:0x129d53a70.width (active)>",
"<NSAutoresizingMaskLayoutConstraint:0x1742927a0 h=-&- v=-&- MPVideoPlaybackOverlayView:0x129d53760.width == MPVideoContainerView:0x129e82890.width (active)>",
"<NSAutoresizingMaskLayoutConstraint:0x174292930 h=-&- v=-&- MPVideoContainerView:0x129e82890.width == MPSwipableView:0x129e82c30.width (active)>",
"<NSAutoresizingMaskLayoutConstraint:0x174292a70 h=-&- v=-&- MPSwipableView:0x129e82c30.width == MPMovieView:0x129e83b20.width (active)>",
"<NSAutoresizingMaskLayoutConstraint:0x174292bb0 h=--& v=--& MPMovieView:0x129e83b20.width == 0 (active)>",
"<NSLayoutConstraint:0x174290f90 H:|-(34)-MPKnockoutButton:0x129d57a40 (active, names: '|':_UIBackdropContentView:0x129d540e0 )>",
"<NSLayoutConstraint:0x174291170 H:[MPKnockoutButton:0x129d57a40]-(34)-MPDetailSlider:0x129d55160 (active)>",
"<NSLayoutConstraint:0x1742911c0 H:[MPDetailSlider:0x129d55160]-(34)-UIView:0x129d547c0 (active)>",
"<NSLayoutConstraint:0x174290090 UIView:0x129d547c0.right == _UIBackdropView:0x129d53a70.right - 34 (active)>",
"<NSLayoutConstraint:0x17428fdc0 H:|-(0)-[_UIBackdropView:0x129d53a70] (active, names: '|':MPVideoPlaybackOverlayView:0x129d53760 )>",
"<NSLayoutConstraint:0x17428fe10 H:[_UIBackdropView:0x129d53a70]-(0)-| (active, names: '|':MPVideoPlaybackOverlayView:0x129d53760 )>"
)

Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x174291170 H:[MPKnockoutButton:0x129d57a40]-(34)-MPDetailSlider:0x129d55160 (active)>

Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger.
The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKit/UIView.h> may also be helpful.
-> applicationWillResignActive()
-> applicationDidBecomeActive()
UnloadTime: 11.161041 ms
waiting for connection
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Debug:LogErrorFormat(Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
System.Collections.ObjectModel.Collection`1:InsertItem(Int32, T)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
EmulatorServerSocket:Loop()
System.Threading.ThreadStart:Invoke()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

`

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