I am trying to use the chrome remote devices debugging tool.
I followed the steps in this guide:
https://developers.google.com/web/tools/chrome-devtools/remote-debugging
But I can't see my device on the list.
My device is Xiaomi mi 10.
Has anyone encountered the same problem?
Related
My GEE2 is currently running on version OPM1.190831.007, and I can't find a way to get a more recent version running. I've tried the flashing tool and manual flashing, but both methods came with their own issues. I'll give them below:
Flashing tool: I get either a 'device already in use' connection error or the device is offline. This besides the more common message that the flashing tool has some problems on windows sometimes, and that I should try refreshing the webpage.
Manual flashing: once I have given the adb reboot-bootloader command, the fastboot devices command won't recognize the device (listed as ???????? instead of the device name/number) or it will be offline. As a result, the commands that should be given afterwards according to the Readme file don't work.
I have the adb debugger from the Android Studio SDK platform-tools folder, so I updated the driver software of the GEE2 with the use of that folder initially. Afterwards I tried installing other adb software as well but that didn't help either.
I have also tried a couple of the simpler solutions, as unplugging and plugging, refreshing the site, using another computer, using another internet browser, deinstallation of the driver software, a factory reset of the GEE2, installing less recent firmware instead of the latest. None of these things changed the outcome.
Any suggestions would be highly appreciated!
Firstly, check if you have enabled developer options on EE2.
I had a hard time flashing it on Windows due to driver issues. My Android studio or ADB had no problem deploying apps to EE2, but the fastboot never worked. I ended up flashing it on a Mac using brew installed adb.
I had similar issues with Windows, the driver, and fastboot not working using the flash tool. I was told by support to use a USB 2.0 port. I used a Mac with USB 2.0 to flash it and it was successful.
There's a flaw with the instructions on google glass firmware update - for Windows only, there's a USB driver you need that is glass-specific which isn't mentioned anywhere on the page. I can't even find the page where I found that out right now and I know what I'm looking for. Which isn't very helpful.
The best I can give you is a link to this installer tool might sort out your problem judging this reddit post.
If that doesn't work, use a mac or linux.
It has already been asked in this questions, but this seems to be the Glass Explorer Edition.
When I am tapping the device info tab in the Enterprise Edition 2, the default Android settings open up. They are almost unusable using the touchpad, so I am using scrcpy to control it.
Clicking System -> About phone -> Build number multiple times in scrcpy does not work. Tapping it via the touchpad is impossible due to that it's the bottommost entry and the touchpad is not sensitive enough.
How can I enable the debugging mode?
Background: I am currently on the firmware version OPM1.190831.003 and I am trying to update it to the latest via the flashing tool.
The answer to the problem is: update the firmware (kind of a chicken-and-egg problem).
I was able to flash the system image OPM1.200625.001 using an USB-A cable instead of the USB-C cable included with the Glass.
The commands for adb/fastboot were:
cd OPM1.200625.001_user_signed
adb reboot-bootloader
fastboot oem xx-force-unlock-all 1
fastboot flash bootloader bootloader.img
fastboot flash bluetooth bluetooth.img
fastboot flash dsp dsp.img
fastboot flash dtbo dtbo.img
fastboot flash modem modem.img
fastboot flash system system.img
fastboot flash vbmeta vbmeta.img
fastboot flash vendor vendor.img
fastboot flash userdata userdata.img
fastboot boot boot.img
You may notice that this differs from the flashing instruction in the README.txt.
This is due to that this error occurred to me:
...\OPM1.200625.001_user_signed> fastboot flash boot boot.img
fastboot: error: cannot get boot partition size
After the Glass has booted from boot.img this is not saved to the boot partition!
So after the system is booted:
skip the provisioning
enable the developer mode from the settings (see this question)
flash the firmware using the flash tool
When the new firmware is flashed you can enable the developer mode from the Glass settings.
Happy hacking!
I am trying to connect my google glass to my system but every time I connect it is being recognized as Android ADB Interface under Android Devices in the Device Manager (Screenshot attached).
Due to this i am not able to run my applications as it doesn't show up in the Device Picker of Android studio.
I tried connecting it to my friends system and it worked fine on that. But the only difference i noticed was that the device was being shown as Android Composite Device Interface under the Android Devices in the Device Manager.
I have already tried a fix to alter my android_winusb.inf and insert some custom lines but that also dint worked.
Can anyone else help me with some other solution?
Perhaps you aren't getting enough power on that USB hub.
I've created a small Glass app and am trying to help someone else side load the .apk file directly on on their Glass as part of internal testing. I had them install the Eclipse + ADT Bundle, run the SDK Manager, etc (i.e. the basic instructions from here). They verified that the Google USB driver does show up in the SDK Manager.
With the device plugged in, running "adb wait-for-device" hangs. So it doesn't appear device communication is working. The device also does not show up in DDMS in Eclipse.
They verified that USB debugging is enabled on the Glass itself under settings.
I also tried having them follow the instructions here but this also did not help. They are able to see the Glass removable storage device in windows.
Any suggestions on what else to try? I do recall that with my Glass device at one point I put it on and it asked me if I wanted to allow debugging from the computer where it was plugged in. I'm not sure if this could be a roadblock here or not but I'm also not sure how to get to that prompt.
Once you get the correct values into android_winusb.inf it works fine, see
Google Glass ADB devices doesn't find. OMAP4430 driver not installed (can't find it!)
Here's an example on a Win7 box:
(edited to include screen capture)
The easiest workaround is to find a Mac, Chromebook or Linux computer. Windows with ADB and Glass is nothing but pain.
Has anyone successfully used the Unity profiler with a physical mobile device? (i.e. the Unity 3.4 IDE tool that provides real-time stats on Unity calls, not the iOS or Android internal profilers). And if so, can you post the details about your setup and your experience?
I'm starting to get the feeling that people aren't using the profiler to test their games on real devices, given how little I can find in the Unity documentation and forums or on the web in general. In particular, dreamora is the only person I have heard of who has successfully attached the Unity profiler to a real device running a game (and then, only on iPhone not Android). It is also suspicious to me that the Android remote tool for Unity 3.4 which I downloaded form the marketplace requires a cable to connect to the Unity IDE and doesn't seem to have a wireless option; I see this as a red flag that wireless profiling by attaching the Unity profiler to an Android device may be impossible (please correct me someone if I'm wrong).
I would like to know your experiences (good or bad) with this tool, and assuming you have been able to profile a device, specifically I would like to know:
1) Did you connect to and Android or iOS?
2) What device and API version (i.e. Nexus S1 AndroidAPI=2.3.7 Kernel=2.6.35.14 running Cyanogen MOD 7.10)
3) What type of computer are you using (Windows or Mac, and OS)?
4) What is the nature of the connection you were able to make between your computer and the device?
4.1) Wired or wireless?
4.2) If wireless, ad-hoc from computer to device, tethering from device to computer, or both connected to the same WLAN router?
4.3) If wireless, what is the setup (DHCP, Static IP, ttl=4, etc?)
5) What are the Unity build settings (i.e. Development Build checked/unchecked, Autoconnect Profiler checked/unchecked, etc?)
6) What were the specific steps you took to connect to the device? (i.e. Build and run on device, then restart Unity twice, then offer up a prayer to the gods by sacrificing a Symbian phone, then connect via the Active Profiler pull-down, etc.)
Let's get to the bottom of this together, I will repost any information this community can provide me with in the Unity forums as well.
Well, I am going to partially answer my own questions here: By following these steps I was able to connect to and profile my Android Nexus running the Cyanogen Mod (7.1) using my MacBook pro (running 10.6.8 "Snow Leopard") on both Unity 3.4.1 and 3.4.2:
Create a WiFi Hotspot using Internet sharing on your Mac. Use the "Share your connection from: Ethernet" and "To computers using AirPort (AirMac)" options. I did not password protect my network.
Connect to this the WiFi network on your Android.
Quit Unity.app (if you already launched it).
Disable the Ethernet interface under System Preferences -> Network (select 'Off' from the Configure IPv4 pull-down menu)
Launch Unity.app
Enable Ethernet interface under System Preferences -> Network (select 'Using DHCP' from the Configure IPv4 pull-down menu)
Now Your Android should be in the list of the Profiler window. Of course, you will need to launch a Unity application that was built with the 'Development Build' and 'Autoconnect Profiler' checkboxes selected under Build Settings (that's what I did at least).
Happy Hunting!
-Arun
If the above don't work or you need to profile specifically on a Windows Phone, try the following...
1.) Make sure in Build Settings you set it to 'Development Build'.
2.) Connect your phone to your Wifi Network, then click on the wifi connection to see your phone's IP address
3.) Enter the phone's IP address in the profiler, and press the 'Record' button and the profiler will begin profiling on your phone.
4.) Run your game from Visual Studio, wait and you will see the profiling will begin.
If you don't see your phone in the profiler, try this alternate method
1.) Connect the phone to your PC
2.) Make sure in Build Settings you set it to 'Development Build'.
3.) Build the game to Visual Studio
4.) Run the game in 'Debug' mode from Visual Studio
5.) When the game is running on the device and is past any loading screens, click on the 'Active Profiler' dropdown in the profiler, and the device should be listed there