While in Cardboard VR-Mode you can use a cogwheel icon in the top-right-corner.
This button access the VR Settings.
I want to access it directly inside of Unity3D.
I cant find any api making that available or mention it.
please help :)
Answer:
Assuming you mean either the settings button or the Cardboard back button, it seems you can customize the one via listening for KeyCode.Escape, but that the other one is fixed.
Source:
You can customize the behaviour of the Cardboard back button by listening for Input.GetKeyDown(KeyCode.Escape)), but the Settings button is not override-able.
https://forum.unity.com/threads/accessing-cardboard-back-and-configure-buttons.461975/
Related
I know how to disable the tutorial of Daydream screen on Daydream app / Developer Options and checking Skip VR Entry Screens.
But, I need it. The problem with screen is because the entry screen is shown at the beginning of the app. I need this screen on my second scene!
If you have a way to disable it by code could you show it?
I found the solution.
It's needed disable the NFC option on mobile settings.
I am working on Unity 5.6.5f1 with VR enabled and Daydream selected for an Android app. So my application is working with daydream but I would like to get inputs from the Daydream remote (only a simple click). Is that possible without including the GVR sdk to my project?
Alternatively, can I catch a click on the on/off button or the sound level button of the phone in my app?
You need to import the GVR unity package so that you can access the GVRController class. Only then can you get the on click event.
I finally managed to catch clicks on the volume up and down buttons of the daydream remote control thanks to this post. Quite an ugly solution but it does the trick and provides two inputs.
I have a Unity project that is kicking out an Xcode project for ARKit. It's a single scene project and uses Vuforia as the camera since I am performing some image recognition for AR - my questions are:
Is there a way to show a custom permissions view prior to showing the actual Apple permission? Such as this: https://github.com/IvanVorobei/RequestPermission
If Don't allow is hit on the camera permissions alert from Apple, Vuforia seems to its own screen indicating to the user they'll need to navigate to the settings app in order to enable the camera for the app after "Don't Allow" was selected. Is there a way to ditch this screen in place of my own?
In a normal Xcode project this wouldn't be an issue but I can't seem to locate where this would be done at since I don't see anything related to the Vuforia camera in the project.
When you create a Vuforia ARCamera it has the DefaultInitializationErrorHandler script attached. If you want a custom design for the error handler, copy the DefaultInitializationErrorHandler script, rename it and use it instead.
I'm working on a Google Cardboard app in unity and would like to exit VR mode when the phones back button is pressed.
I've tried detecting presses with Input.GetKey and Input.GetKeyDown with KeyCode.Escape. however this seems to always result in the application quitting no matter what. Is the back button's functionality written directly into the .jar used for the cardboard SDK?
Any help would be appreciated!
The back button is currently hard coded in the .jar to exit the app, in keeping with standard Android practice where the back button pops the Activity stack. It may be possible to make that an option in the SDK.
Update for v0.4.5 of the SDK: There's an option to control whether the Back button exits the app, or appears as an Escape key press.
I'm making an app using unity and vuforia extension. When app will recognize an image it should show a button above it and, when the user presses it, I want to display a photo gallery. Is there a way to make this button trigger showing another UIView? Or show another app?
Yes, you can definitely do this. There are resources out there that will teach you how to create a plugin where you can launch an external UIView. For example: http://forum.unity3d.com/threads/56755-Unity-plugin-to-handle-loading-native-Cocoa-UI-s-with-ease
Also, you can open another app using Apple's URL scheme, described here:
https://developer.apple.com/library/ios/featuredarticles/iPhoneURLScheme_Reference/Introduction/Introduction.html