I have been playing around with SwiftUI since the beta launched and was curious if anyone has figured out way to design for CarPlay in Xcode using SwiftUI? It doesn't seem to be available in Apple's list of devices and so far I haven't been able to find a way to enable it as a secondary screen.
Currently using Xcode 11 Beta 5. Tried seeing if CarPlay could be added as a .previewDevice, but that is specifically for hardware.
You don't need MFi for CarPlay, you need CarPlay entitlement.
Still not sure about SwiftUI and CarPlay.
I am sure SwiftUI will not support some specific CarPlay categories such as Media Playback and Messaging & VoIP, but maybe with Navigation or Automaker.
You won't be able to see CarPlay in Xcode because it's only for people who are enrolled with Apple MFi Program. This gives you access to the tools, documentation, technical specs and the license itself to develop for CarPlay. Please see here for the MFI program and here for the MFI FAQ.
A very good write up on StackOverflow can also be found here.
It is also currently unknown if CarPlay can be developed with SwiftuI because people who develop CarPlay apps need to sign a NDA. But I think Apple will continue to push SwiftUI so I don't see why it's not possible
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App Groups is sadly not supported on watchOS still and NSUbiquitousKeyValueStore is available for every platform except watchOS. I've read the Keeping Your watchOS Content Up to Date and mentions iCloud and they make it sound so easy but don't provide an example. It seems I have to create a whole client-side CloudKit infrastructure to support it and seems like overkill, then requires the rest of the platforms to do the same just because watchOS is the odd ball.
Is there a simple key/value iCloud store equivalent in watchOS that I'm missing? It seems really difficult to share cloud data when you add watchOS to the mix. I tried using the iPhone as a source of truth and communicate with watchOS, but was very clunky and requires them to be in range with each other or they become out of sync. Any help or guidance would be greatly appreciated!
NSUbiquitousKeyValueStore is available starting with watchOS 9.0
Doc: https://developer.apple.com/documentation/foundation/nsubiquitouskeyvaluestore
As seen by the GDK sample code, there is a set of Android Widget classes (TextView, etc) that are supported on Google Glass. Has anyone compiled a list? I would love to know what options I am working with prior to the official GDK.
According to what I have gathered, you should be able to use any UI element within your application using GDK (it's simply an Android activity displayed in Glass). There are some services that aren't available though, that is really the only limitation at the moment. Some limitations I've spotted are: SpeechRecognizer not available - use RecognizerIntent instead, GPS might have some issues/limitations.
Since Glass is built on Android, all of the standard Android widgets are available. You should, however, restrict yourself to widgets that provide a high-quality user experience on Glass. For example, buttons and checkboxes aren't very usable since the user can't click on them directly.
I cannot find any suitable link or reply about playheaven.There is only sample project in github which did not help.
If there is some nice tutorial or video link explaining in steps how to do it.Please provide the link or help me integrate them
I'm Zachary Drake, Director of Sales Engineering at PlayHaven. Officially, PlayHaven doesn't currently support Cocos2D, so we don't have instructions on how to integrate PlayHaven into a Cocos2D game. PlayHaven may very well work with Cocos2d by simply following the iOS instructions, but we don't do QA and other testing on Cocos2d the way we do for officially supported platforms (iOS, Android, Unity iOS, Unity Andoid, Adobe AIR).
This person on the Cocos2d Forums seems to have successfully integrated PlayHaven (after ranting about it), but I have not actually performed the integration steps described and cannot vouch for them:
http://www.cocos2d-iphone.org/forum/topic/96170
The iOS integration documentation is not as good as we'd like it to be, and we are in the process of revising it now. If you email support#playhaven.com with specific iOS integration problems, we can assist you. But if a Cocos2D compatibility issue breaks the integration, unfortunately there won't be anything we can do to get around that.
Thanks for your interest in PlayHaven.
My Playhavan working sample with Cocos2d : https://www.box.com/s/lc2p8jhngn5o8hxeuw3y
Here is complete description of SDK integration:
https://github.com/playhaven/sdk-ios
AirServer, AppleTV support only certain iPhones models and iPads. However, iPod touch 4th generation is supported but only for certain applications (e.g. YouTube).
I had asked a very similar question which has been closed, and has been voted for re-open. With this question I would like to focus on the programming side of the question.
Is it possible to add some code to my iPod touch 4 Cocos2D app to enable the App mirrowing?
I found some reference and UIScreen has the mirrored property but I am a bit confused because the Apple store assitant said that iPod 4 generation has a different chip that doesn't allow the mirrowing. I thought that this was not true because is actually possible to mirrow Youtube, as well as by jailbraking the iPod 4 it should be possible too.
I am in the hunt of a tutorial-guide to enable this for my Cocos2D iPod 4 app. With iPhone 4S onwards this should be possible without adding any code but the issue that I want to solve is for iPod 4.
Airplay mirroring is an iOS 5 feature and available when the user selects it. This feature is not available on iPod Touch 4.
To connect to Apple TV refer to this guide where the minimum requirements (iPhone 4S, iPad 2) are also listed.
We are building a game with sns features.
We are planning to use native framework(e.g. UIKit for iOS) for sns features.
With that in mind,
which one would be better?
http://www.cocos2d-x.org/ or http://code.google.com/p/cocos2d-android-1/
By which definition of "better" are we supposed to decide what is "better" for you?
I'm answering this question by saying that you should try out both, then go with the engine that you feel more productive with. Make the quickest prototype possible using the minimum features you require. In your case that might be displaying a native UI view inside a cocos2d OpenGL view.
For more information about what really matters when selecting an engines read my "game engine picker guide".
I think might be cocos2d-x. I did compare those two, basically, the android one is almost dead and there is no update any more. and the support and tutorials is pool.
But cocos2d-x will be difficult when you try to integrated with the SDK features as you need to go through jni. However, there are plenty of tutorials online to show you how to do that.
I have attempted cocos2d-x in windows environment using eclipse and eventually decided against it because it lacks debugging support and proper IDE integration, which is very good in Java/Android/eclipse/ADT. The only way I would recommend cocos2d-x is if you are developing for IOS and then porting to Android but I don't know about UIKit and SNS.