FAQ
Table of Contents
Basics
I downloaded toio SDK for Unity, but the samples don’t work.
If you get the following error message and the program does not work, UniTask may not be installed.
Assets\toio-sdk-unity\Assets\toio-sdk\Scripts\Cube\Scanner\NearScanner.cs(54,22): error CS0246: The type or namespace name 'UniTask<>' could not be found (are you missing a using directive or an assembly reference?)
To run toio SDK for Unity, you need to install UniTask, see here.
After the scene transition, I can no longer control the cube.
The object that is connected to the cube has a script attached to the object in the scene. However, without special handling, the object itself will be destroyed during scene transitions, and you will lose access to the Cube object connected to it.
Please refer to the following sample for a solution.
https://github.com/morikatron/toio-sdk-for-unity/tree/main/toio-sdk-unity/Assets/toio-sdk/Samples/Sample_Scenes/README_EN.md
Simulator
I am using CubeHandle and CubeNavigator, but the cube is not moving.
It is likely that a mat other than “Play mat (sumo ring)” is being used.
CubeHandle and CubeNavigator allow you to set borders to prevent the cube from moving outside certain areas. The default border values correspond to the “Play mat (sumo ring).” If you use other mats without changing the border settings, the cube will always be considered “outside the border” regardless of where you place it, and its movement will be blocked.
For setting instructions, please refer to the documentation on CubeHandle’s borderRect variable and getting/setting walls in CubeNavigator.
Related sample codes are provided here:
- Sample_MultiMat A sample demonstrating the use of multiple mats combined into one large mat.
- Sample_VisualizeNavigator A sample visualizing the HLAvoid calculation results of CubeNavigator and all defined walls.
- Tutorial 3.3. NaviAwayTarget Function A tutorial explaining the NaviAwayTarget function to move away from the target.
I’m not sure which mats will work best for my development.
Keywords: Mat Specifications
The only difference between the various mats is the appearance and the coordinate range. For specifications, please refer to toio™ Core Cube Technical Specification 2.1.0 and “Developer’s Mat (tentative name)”.
If you simply want to run it in Simulator, it doesn’t matr which one you use.
If you want to develop an application that actually runs Cube and not just complete it in Simulator, you should use the same type of mat that you actually use.
Mat class also provides coordinate range, center coordinate, and coordinate transformation functions depending on the selected mat type, so please refer to document.
Is the Stage Prefab required?
Keywords: Stage
It is not required.
As described in Documentation, the Stage Prefab and Cube Prefab are a set of mats, cameras, components necessary for operation, etc. If you put the Stage Prefab and Cube Prefab into your scene, you can quickly set up a basic development environment.
Is there anything I should be aware of if I don’t use the Stage Prefab?
Keywords: Stage
Of course, you will not be able to use the Stage’s exclusive focus and target pole functions.
You will need to add the EventSystem, etc. needed to operate Cube on your own. For details, please refer to the Documentation.
Web application related
Web apps do not work well on Windows PC
Keywords: Windows Bluetooth BLE
On Windows PCs, problems have been confirmed with multiple-unit connections. Please check [here].
Can’t start or load apps made with Unity 2020
Keywords: Build Startup
Go to [Edit] -> [Project Settings…] -> [Player] -> [Publishing Settings] and try setting the Compression Format
to Disabled
or checking the Decompression Fallback
. Note that the file size will increase in the former case.
※Reference: [SOLVED] Unity 2020 WebGL Doesn’t work Uncaught SyntaxError: Invalid or unexpected token