Your video on integrating OpenCV into React Native stands out because it covers a topic that few content creators have tackled. This uniqueness makes your content valuable. However, I have some constructive feedback that I hope will help you improve your tutorials and increase user engagement: Without providing the accompanying code, your tutorial becomes challenging to follow. This might be contributing to a low user turnover rate. When viewers are expected to write setup code just by watching the video, it can become frustrating, especially when there are changes to the Turbo code that are not clearly explained. Including a GitHub link or code snippets in the description would greatly enhance the usability of your tutorial. It would provide a reference point for viewers, making the process smoother and more accessible. While it's understandable that you might want to increase viewer time on your videos, not providing the code can ultimately make the tutorial less effective. There are many resources available, such as blogs, that provide both explanations and code, making them easier for developers to follow. By providing the code, you would not only improve the viewer experience but also likely increase engagement and satisfaction with your content. This could lead to higher retention rates and more positive feedback from your audience.
Thank you my friend for this video , It has helped me a lot . I know this video may not have a lot of views and comments but please continue making such videos.
I have done face recognition but it's working only when app is open, once I close the app and re open then it's not recognize previously added face. Can you help me I can pay little bit
@@RutvikPatel-mr I think it should definitely track in background. Might work in terminated state as foreground service is running but I haven't checked
Thank you so much for taking the time to explain everything. It took me a while to follow your video but it worked. One thing that would be helpful is if you could push the plugin code to Github so we can reference it. The reason is I had to type everything while pausing your video, which in a couple of places resulted in an error (one of which I think XCode injected automatically, using <> for header inclusion instead of ""). But anyway thank you again :)
I got this error when I terminated/closed the app. Tried to send a platform message to Flutter, but FlutterJNI was detached from native C++. Could not send. Channel: com.example.apprunbgrnd. Response ID: 21
brother you didnt put full information in small and medium native ad video please make full code showing video those imports are not showing properlly and the path is not going well make please
aar files is generated using ./gradlew assemble command. Docs docs.godotengine.org/en/stable/tutorials/platform/android/android_plugin.html#building-a-v2-android-plugin
hello there, really appreciate the effort you have put into this. How can i overlay the 2D image of a shirt on the body. I would be grateful if you can provide the solution you have made with some guidance on overlaying clothing images based on the coordinates. i have validated my logic using opencv and mediapipe in python and trying to build it into an android app. Only a beginner. Help would be appreciated! Thanks
I forgot to tell you few steps, please added following dependencies in build.gradle implementation 'androidx.activity:activity-ktx:1.9.0' implementation 'androidx.fragment:fragment-ktx:1.7.0' implementation("androidx.media3:media3-exoplayer:1.3.1") implementation("androidx.media3:media3-ui:1.3.1") implementation("androidx.media3:media3-common:1.3.1") implementation("androidx.media3:media3-effect:1.3.1") implementation("androidx.media3:media3-exoplayer-hls:1.3.1") implementation("androidx.media3:media3-transformer:1.3.1") implementation("androidx.lifecycle:lifecycle-runtime-ktx:2.7.0") Also, update the minds to 24 Then you have to go to settings.gradle and update kotlin version to id "org.jetbrains.kotlin.android" version "1.9.20" apply false
Great video, thank you for the effort! Here are some notes for the issues I had at 14:10 , for windows users, you can actually run a terminal inside of Android Studio that has an active gradle wrapper. I think it was .\gradlew assemble the slash is the otherway from what mac wants at 21:00 where he says to move the .aar files into debug and release folders, Godot actually will not let this build in 4.2.2 at least. You still rename them, but put them in the addons folder. If you do it this way shown in video, it will throw an error and tell you this file doesnt exist. Im not getting any toast messages, so I still need to figure that out, but It finally built and installed, so thats a huge plus.
@@codingwithnobody Yeah, what I meant is that the godot project will say the file doesnt exist if you put it in addons/MyPlugin/Bin/debug, it only worked for me when I put it in addons folder. I may have done something wrong, but that was my solution
Bro, this is amazing, by far the best channel for Godot/Android Kotlin development on RU-vid, thank you very much for such great content and please make more
This are all the imports for MyViewManager class import android.util.DisplayMetrics import android.view.Choreographer import android.view.View import android.view.ViewGroup import android.widget.FrameLayout import androidx.fragment.app.FragmentActivity import com.facebook.react.bridge.ReactApplicationContext import com.facebook.react.bridge.ReadableArray import com.facebook.react.uimanager.ThemedReactContext import com.facebook.react.uimanager.ViewGroupManager import com.facebook.react.uimanager.annotations.ReactPropGroup