How to update gps in unity?












0















I am currently working on ar game through Unity. I am making the game using Vuforia sdk.
GPS coordinates are required within the game, but gps coordinates are not updated.
The strange thing is that in a single application that uses gps code only to display coordinates on the screen, gps coordinates are updated correctly, but if I put the same code into the game, the gps coordinates are no longer updated at the beginning of the application.
I don't think that's a problem with code. Please help.



public class GPSCheck : MonoBehaviour{



public static double first_Lat;
public static double first_Long;
public static double current_Lat;
public static double current_Long;

private static WaitForSeconds second;

private static bool gpsStarted = false;

private static LocationInfo location;

private void Awake()
{
second = new WaitForSeconds(1.0f);
}

IEnumerator Start()
{

if (!Input.location.isEnabledByUser)
{
Debug.Log("GPS is not enabled");
yield break;
}


Input.location.Start(5f, 10f);
Debug.Log("Awaiting initialization");


int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return second;
maxWait -= 1;
}

if (maxWait < 1)
{
Debug.Log("Timed out");
yield break;
}


if (Input.location.status == LocationServiceStatus.Failed)
{
Debug.Log("Unable to determine device location");
yield break;

}
else
{

location = Input.location.lastData;
first_Lat = location.latitude * 1.0d;
first_Long = location.longitude * 1.0d;
gpsStarted = true;


while (gpsStarted)
{
location = Input.location.lastData;
current_Lat = location.latitude * 1.0d;
current_Long = location.longitude * 1.0d;
yield return second;
}
}
}

public static void StopGPS()
{
if (Input.location.isEnabledByUser)
{
gpsStarted = false;
Input.location.Stop();
}
}


}










share|improve this question























  • Possible duplicate of How to gps update in unity?

    – derHugo
    Nov 22 '18 at 17:37











  • Why did you open a new question asking exactly the same thing again?

    – derHugo
    Nov 22 '18 at 17:38
















0















I am currently working on ar game through Unity. I am making the game using Vuforia sdk.
GPS coordinates are required within the game, but gps coordinates are not updated.
The strange thing is that in a single application that uses gps code only to display coordinates on the screen, gps coordinates are updated correctly, but if I put the same code into the game, the gps coordinates are no longer updated at the beginning of the application.
I don't think that's a problem with code. Please help.



public class GPSCheck : MonoBehaviour{



public static double first_Lat;
public static double first_Long;
public static double current_Lat;
public static double current_Long;

private static WaitForSeconds second;

private static bool gpsStarted = false;

private static LocationInfo location;

private void Awake()
{
second = new WaitForSeconds(1.0f);
}

IEnumerator Start()
{

if (!Input.location.isEnabledByUser)
{
Debug.Log("GPS is not enabled");
yield break;
}


Input.location.Start(5f, 10f);
Debug.Log("Awaiting initialization");


int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return second;
maxWait -= 1;
}

if (maxWait < 1)
{
Debug.Log("Timed out");
yield break;
}


if (Input.location.status == LocationServiceStatus.Failed)
{
Debug.Log("Unable to determine device location");
yield break;

}
else
{

location = Input.location.lastData;
first_Lat = location.latitude * 1.0d;
first_Long = location.longitude * 1.0d;
gpsStarted = true;


while (gpsStarted)
{
location = Input.location.lastData;
current_Lat = location.latitude * 1.0d;
current_Long = location.longitude * 1.0d;
yield return second;
}
}
}

public static void StopGPS()
{
if (Input.location.isEnabledByUser)
{
gpsStarted = false;
Input.location.Stop();
}
}


}










share|improve this question























  • Possible duplicate of How to gps update in unity?

    – derHugo
    Nov 22 '18 at 17:37











  • Why did you open a new question asking exactly the same thing again?

    – derHugo
    Nov 22 '18 at 17:38














0












0








0








I am currently working on ar game through Unity. I am making the game using Vuforia sdk.
GPS coordinates are required within the game, but gps coordinates are not updated.
The strange thing is that in a single application that uses gps code only to display coordinates on the screen, gps coordinates are updated correctly, but if I put the same code into the game, the gps coordinates are no longer updated at the beginning of the application.
I don't think that's a problem with code. Please help.



public class GPSCheck : MonoBehaviour{



public static double first_Lat;
public static double first_Long;
public static double current_Lat;
public static double current_Long;

private static WaitForSeconds second;

private static bool gpsStarted = false;

private static LocationInfo location;

private void Awake()
{
second = new WaitForSeconds(1.0f);
}

IEnumerator Start()
{

if (!Input.location.isEnabledByUser)
{
Debug.Log("GPS is not enabled");
yield break;
}


Input.location.Start(5f, 10f);
Debug.Log("Awaiting initialization");


int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return second;
maxWait -= 1;
}

if (maxWait < 1)
{
Debug.Log("Timed out");
yield break;
}


if (Input.location.status == LocationServiceStatus.Failed)
{
Debug.Log("Unable to determine device location");
yield break;

}
else
{

location = Input.location.lastData;
first_Lat = location.latitude * 1.0d;
first_Long = location.longitude * 1.0d;
gpsStarted = true;


while (gpsStarted)
{
location = Input.location.lastData;
current_Lat = location.latitude * 1.0d;
current_Long = location.longitude * 1.0d;
yield return second;
}
}
}

public static void StopGPS()
{
if (Input.location.isEnabledByUser)
{
gpsStarted = false;
Input.location.Stop();
}
}


}










share|improve this question














I am currently working on ar game through Unity. I am making the game using Vuforia sdk.
GPS coordinates are required within the game, but gps coordinates are not updated.
The strange thing is that in a single application that uses gps code only to display coordinates on the screen, gps coordinates are updated correctly, but if I put the same code into the game, the gps coordinates are no longer updated at the beginning of the application.
I don't think that's a problem with code. Please help.



public class GPSCheck : MonoBehaviour{



public static double first_Lat;
public static double first_Long;
public static double current_Lat;
public static double current_Long;

private static WaitForSeconds second;

private static bool gpsStarted = false;

private static LocationInfo location;

private void Awake()
{
second = new WaitForSeconds(1.0f);
}

IEnumerator Start()
{

if (!Input.location.isEnabledByUser)
{
Debug.Log("GPS is not enabled");
yield break;
}


Input.location.Start(5f, 10f);
Debug.Log("Awaiting initialization");


int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return second;
maxWait -= 1;
}

if (maxWait < 1)
{
Debug.Log("Timed out");
yield break;
}


if (Input.location.status == LocationServiceStatus.Failed)
{
Debug.Log("Unable to determine device location");
yield break;

}
else
{

location = Input.location.lastData;
first_Lat = location.latitude * 1.0d;
first_Long = location.longitude * 1.0d;
gpsStarted = true;


while (gpsStarted)
{
location = Input.location.lastData;
current_Lat = location.latitude * 1.0d;
current_Long = location.longitude * 1.0d;
yield return second;
}
}
}

public static void StopGPS()
{
if (Input.location.isEnabledByUser)
{
gpsStarted = false;
Input.location.Stop();
}
}


}







c# unity3d gps vuforia






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 22 '18 at 14:02









JayumJayum

12




12













  • Possible duplicate of How to gps update in unity?

    – derHugo
    Nov 22 '18 at 17:37











  • Why did you open a new question asking exactly the same thing again?

    – derHugo
    Nov 22 '18 at 17:38



















  • Possible duplicate of How to gps update in unity?

    – derHugo
    Nov 22 '18 at 17:37











  • Why did you open a new question asking exactly the same thing again?

    – derHugo
    Nov 22 '18 at 17:38

















Possible duplicate of How to gps update in unity?

– derHugo
Nov 22 '18 at 17:37





Possible duplicate of How to gps update in unity?

– derHugo
Nov 22 '18 at 17:37













Why did you open a new question asking exactly the same thing again?

– derHugo
Nov 22 '18 at 17:38





Why did you open a new question asking exactly the same thing again?

– derHugo
Nov 22 '18 at 17:38












1 Answer
1






active

oldest

votes


















0














First : you don't start your coroutine.



Second : Avoid using Unity methode as coroutine.



Try this :



public static double first_Lat;
public static double first_Long;
public static double current_Lat;
public static double current_Long;

private static WaitForSeconds second;

private static bool gpsStarted = false;

private static LocationInfo location;

private void Awake()
{
second = new WaitForSeconds(1.0f);
}

private void Start()
{
StartCoroutine(GSP());
}

private IEnumarator GSP()
{
if (!Input.location.isEnabledByUser)
{
Debug.Log("GPS is not enabled");
yield break;
}


Input.location.Start(5f, 10f);
Debug.Log("Awaiting initialization");


int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return second;
maxWait -= 1;
}

if (maxWait < 1)
{
Debug.Log("Timed out");
yield break;
}


if (Input.location.status == LocationServiceStatus.Failed)
{
Debug.Log("Unable to determine device location");
yield break;

}
else
{

location = Input.location.lastData;
first_Lat = location.latitude * 1.0d;
first_Long = location.longitude * 1.0d;
gpsStarted = true;


while (gpsStarted)
{
location = Input.location.lastData;
current_Lat = location.latitude * 1.0d;
current_Long = location.longitude * 1.0d;
yield return second;
}
}
}

public static void StopGPS()
{
if (Input.location.isEnabledByUser)
{
gpsStarted = false;
Input.location.Stop();
}
}





share|improve this answer
























  • This code also does not update gps coordinates in my game..T.T

    – Jayum
    Nov 22 '18 at 14:31











  • In a gps test application, can a code that works well not go back to the game? Even if the code is completely identical?

    – Jayum
    Nov 22 '18 at 14:33






  • 2





    @Samuel Thauvin Apouchkal what is the reason to not use Start as an IEnumerator in this case if anyway the only thing it does is starting the coroutine? If Start is defined as IEnumerator Unity automatically starts it as Coroutine instead of a method call.

    – derHugo
    Nov 22 '18 at 17:33








  • 2





    It's even what they use as example

    – derHugo
    Nov 22 '18 at 17:40











  • it's an IEnumerator Start() not an void Start()

    – Samuel Thauvin Apouchkal
    Nov 23 '18 at 15:46













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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









0














First : you don't start your coroutine.



Second : Avoid using Unity methode as coroutine.



Try this :



public static double first_Lat;
public static double first_Long;
public static double current_Lat;
public static double current_Long;

private static WaitForSeconds second;

private static bool gpsStarted = false;

private static LocationInfo location;

private void Awake()
{
second = new WaitForSeconds(1.0f);
}

private void Start()
{
StartCoroutine(GSP());
}

private IEnumarator GSP()
{
if (!Input.location.isEnabledByUser)
{
Debug.Log("GPS is not enabled");
yield break;
}


Input.location.Start(5f, 10f);
Debug.Log("Awaiting initialization");


int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return second;
maxWait -= 1;
}

if (maxWait < 1)
{
Debug.Log("Timed out");
yield break;
}


if (Input.location.status == LocationServiceStatus.Failed)
{
Debug.Log("Unable to determine device location");
yield break;

}
else
{

location = Input.location.lastData;
first_Lat = location.latitude * 1.0d;
first_Long = location.longitude * 1.0d;
gpsStarted = true;


while (gpsStarted)
{
location = Input.location.lastData;
current_Lat = location.latitude * 1.0d;
current_Long = location.longitude * 1.0d;
yield return second;
}
}
}

public static void StopGPS()
{
if (Input.location.isEnabledByUser)
{
gpsStarted = false;
Input.location.Stop();
}
}





share|improve this answer
























  • This code also does not update gps coordinates in my game..T.T

    – Jayum
    Nov 22 '18 at 14:31











  • In a gps test application, can a code that works well not go back to the game? Even if the code is completely identical?

    – Jayum
    Nov 22 '18 at 14:33






  • 2





    @Samuel Thauvin Apouchkal what is the reason to not use Start as an IEnumerator in this case if anyway the only thing it does is starting the coroutine? If Start is defined as IEnumerator Unity automatically starts it as Coroutine instead of a method call.

    – derHugo
    Nov 22 '18 at 17:33








  • 2





    It's even what they use as example

    – derHugo
    Nov 22 '18 at 17:40











  • it's an IEnumerator Start() not an void Start()

    – Samuel Thauvin Apouchkal
    Nov 23 '18 at 15:46


















0














First : you don't start your coroutine.



Second : Avoid using Unity methode as coroutine.



Try this :



public static double first_Lat;
public static double first_Long;
public static double current_Lat;
public static double current_Long;

private static WaitForSeconds second;

private static bool gpsStarted = false;

private static LocationInfo location;

private void Awake()
{
second = new WaitForSeconds(1.0f);
}

private void Start()
{
StartCoroutine(GSP());
}

private IEnumarator GSP()
{
if (!Input.location.isEnabledByUser)
{
Debug.Log("GPS is not enabled");
yield break;
}


Input.location.Start(5f, 10f);
Debug.Log("Awaiting initialization");


int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return second;
maxWait -= 1;
}

if (maxWait < 1)
{
Debug.Log("Timed out");
yield break;
}


if (Input.location.status == LocationServiceStatus.Failed)
{
Debug.Log("Unable to determine device location");
yield break;

}
else
{

location = Input.location.lastData;
first_Lat = location.latitude * 1.0d;
first_Long = location.longitude * 1.0d;
gpsStarted = true;


while (gpsStarted)
{
location = Input.location.lastData;
current_Lat = location.latitude * 1.0d;
current_Long = location.longitude * 1.0d;
yield return second;
}
}
}

public static void StopGPS()
{
if (Input.location.isEnabledByUser)
{
gpsStarted = false;
Input.location.Stop();
}
}





share|improve this answer
























  • This code also does not update gps coordinates in my game..T.T

    – Jayum
    Nov 22 '18 at 14:31











  • In a gps test application, can a code that works well not go back to the game? Even if the code is completely identical?

    – Jayum
    Nov 22 '18 at 14:33






  • 2





    @Samuel Thauvin Apouchkal what is the reason to not use Start as an IEnumerator in this case if anyway the only thing it does is starting the coroutine? If Start is defined as IEnumerator Unity automatically starts it as Coroutine instead of a method call.

    – derHugo
    Nov 22 '18 at 17:33








  • 2





    It's even what they use as example

    – derHugo
    Nov 22 '18 at 17:40











  • it's an IEnumerator Start() not an void Start()

    – Samuel Thauvin Apouchkal
    Nov 23 '18 at 15:46
















0












0








0







First : you don't start your coroutine.



Second : Avoid using Unity methode as coroutine.



Try this :



public static double first_Lat;
public static double first_Long;
public static double current_Lat;
public static double current_Long;

private static WaitForSeconds second;

private static bool gpsStarted = false;

private static LocationInfo location;

private void Awake()
{
second = new WaitForSeconds(1.0f);
}

private void Start()
{
StartCoroutine(GSP());
}

private IEnumarator GSP()
{
if (!Input.location.isEnabledByUser)
{
Debug.Log("GPS is not enabled");
yield break;
}


Input.location.Start(5f, 10f);
Debug.Log("Awaiting initialization");


int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return second;
maxWait -= 1;
}

if (maxWait < 1)
{
Debug.Log("Timed out");
yield break;
}


if (Input.location.status == LocationServiceStatus.Failed)
{
Debug.Log("Unable to determine device location");
yield break;

}
else
{

location = Input.location.lastData;
first_Lat = location.latitude * 1.0d;
first_Long = location.longitude * 1.0d;
gpsStarted = true;


while (gpsStarted)
{
location = Input.location.lastData;
current_Lat = location.latitude * 1.0d;
current_Long = location.longitude * 1.0d;
yield return second;
}
}
}

public static void StopGPS()
{
if (Input.location.isEnabledByUser)
{
gpsStarted = false;
Input.location.Stop();
}
}





share|improve this answer













First : you don't start your coroutine.



Second : Avoid using Unity methode as coroutine.



Try this :



public static double first_Lat;
public static double first_Long;
public static double current_Lat;
public static double current_Long;

private static WaitForSeconds second;

private static bool gpsStarted = false;

private static LocationInfo location;

private void Awake()
{
second = new WaitForSeconds(1.0f);
}

private void Start()
{
StartCoroutine(GSP());
}

private IEnumarator GSP()
{
if (!Input.location.isEnabledByUser)
{
Debug.Log("GPS is not enabled");
yield break;
}


Input.location.Start(5f, 10f);
Debug.Log("Awaiting initialization");


int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return second;
maxWait -= 1;
}

if (maxWait < 1)
{
Debug.Log("Timed out");
yield break;
}


if (Input.location.status == LocationServiceStatus.Failed)
{
Debug.Log("Unable to determine device location");
yield break;

}
else
{

location = Input.location.lastData;
first_Lat = location.latitude * 1.0d;
first_Long = location.longitude * 1.0d;
gpsStarted = true;


while (gpsStarted)
{
location = Input.location.lastData;
current_Lat = location.latitude * 1.0d;
current_Long = location.longitude * 1.0d;
yield return second;
}
}
}

public static void StopGPS()
{
if (Input.location.isEnabledByUser)
{
gpsStarted = false;
Input.location.Stop();
}
}






share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 22 '18 at 14:12









Samuel Thauvin ApouchkalSamuel Thauvin Apouchkal

13




13













  • This code also does not update gps coordinates in my game..T.T

    – Jayum
    Nov 22 '18 at 14:31











  • In a gps test application, can a code that works well not go back to the game? Even if the code is completely identical?

    – Jayum
    Nov 22 '18 at 14:33






  • 2





    @Samuel Thauvin Apouchkal what is the reason to not use Start as an IEnumerator in this case if anyway the only thing it does is starting the coroutine? If Start is defined as IEnumerator Unity automatically starts it as Coroutine instead of a method call.

    – derHugo
    Nov 22 '18 at 17:33








  • 2





    It's even what they use as example

    – derHugo
    Nov 22 '18 at 17:40











  • it's an IEnumerator Start() not an void Start()

    – Samuel Thauvin Apouchkal
    Nov 23 '18 at 15:46





















  • This code also does not update gps coordinates in my game..T.T

    – Jayum
    Nov 22 '18 at 14:31











  • In a gps test application, can a code that works well not go back to the game? Even if the code is completely identical?

    – Jayum
    Nov 22 '18 at 14:33






  • 2





    @Samuel Thauvin Apouchkal what is the reason to not use Start as an IEnumerator in this case if anyway the only thing it does is starting the coroutine? If Start is defined as IEnumerator Unity automatically starts it as Coroutine instead of a method call.

    – derHugo
    Nov 22 '18 at 17:33








  • 2





    It's even what they use as example

    – derHugo
    Nov 22 '18 at 17:40











  • it's an IEnumerator Start() not an void Start()

    – Samuel Thauvin Apouchkal
    Nov 23 '18 at 15:46



















This code also does not update gps coordinates in my game..T.T

– Jayum
Nov 22 '18 at 14:31





This code also does not update gps coordinates in my game..T.T

– Jayum
Nov 22 '18 at 14:31













In a gps test application, can a code that works well not go back to the game? Even if the code is completely identical?

– Jayum
Nov 22 '18 at 14:33





In a gps test application, can a code that works well not go back to the game? Even if the code is completely identical?

– Jayum
Nov 22 '18 at 14:33




2




2





@Samuel Thauvin Apouchkal what is the reason to not use Start as an IEnumerator in this case if anyway the only thing it does is starting the coroutine? If Start is defined as IEnumerator Unity automatically starts it as Coroutine instead of a method call.

– derHugo
Nov 22 '18 at 17:33







@Samuel Thauvin Apouchkal what is the reason to not use Start as an IEnumerator in this case if anyway the only thing it does is starting the coroutine? If Start is defined as IEnumerator Unity automatically starts it as Coroutine instead of a method call.

– derHugo
Nov 22 '18 at 17:33






2




2





It's even what they use as example

– derHugo
Nov 22 '18 at 17:40





It's even what they use as example

– derHugo
Nov 22 '18 at 17:40













it's an IEnumerator Start() not an void Start()

– Samuel Thauvin Apouchkal
Nov 23 '18 at 15:46







it's an IEnumerator Start() not an void Start()

– Samuel Thauvin Apouchkal
Nov 23 '18 at 15:46




















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