Unity: 3D screen resolution android - unity3d

So far I have only encountered tutorials and stackoverflow answers that address 2D and UI issues. Mine is a bit different I feel because it pertains to 3D games. I have a 3D game that I try to build on android using Unity remote, but for some reason it comes out being stretched out on my phone. How do I go about addressing this? Does it have to do with the camera?? Does the Fit All Screen Size asset resolve this (https://www.assetstore.unity3d.com/en/#!/content/22132) or is it only for 2D things? Thanks for your time! :)
Screen shot from Unity Remote via mobile phone. You can see how it's quite stretched out here:

Related

Unity MiniMap not Rendering on Phone

I'm currently doing a little 2D game where you can walk around and interact with things. Unfortunately I encountered a problem. When I made the minimap and tested it, everything went smoothly.
Here i tested it on pc in Unity
But when i build it to my phone and tested it there i just got this black square instead of my minimap.
On my Phone
I searched online in stckoverflow and in Unity docs but didnĀ“t find anything.
Here the settings from my cameras
My main camera
My MiniMap Camera
And the Settings from the
Render Texture
I solved the broblem. I just had to do the depth buffer to "at least 24 bits depth" on render texture

Glitches in Unity pixel art

Some glitches (random lines) appear in my pixel art game which I cannot get rid of.
In the zoomed photo you can see it more clearly.
I checked, anti-aliasing was disabled, I don't know what else to do.
And it seems fine in Scene view, the glitch is only in the Game view.
Here are the settings of the assets.
While developping a 2d game we've encountered a similar problem. This video explains well what's happening and some solutions to fix the problem. Hope it can help you !

Unity game flipped after deploying

I havea game that uses ARCamera from Vuforia. When running in Unity the game works no problem. After I deploy the game to UWP, however, it seems that every thing has flipped. Almost as if I was looking at the game from the back. Even the writing is reversed. when deploying the game to android devices this does not happen. Does anyone have an idea how to solve this?
Thanks in advance
There is a ReflectionMode which flips the view horizonally. This is used when using a front facing camera.
If you look at the 'Vuforia Core Samples Example' from the asset store, they have a CameraManager script that shows how to handle camera configuration.

Absence of texture on 3D model in AR application made with Unity 3D and Region Capture

I'm working on a little AR coloring book application using Unity and Vuforia. I did something similar a few years back, but now, with the new updates, they changed a lot of things (I'm using Unity 2017.3, Vuforia 7 and Texture Region Capture 2.0.6 available here https://github.com/maximrouf/RegionCapture).
When the Image Target is shown, a 3D model of that image appears and you should be able to color it. The problem is that on the 3D model I can see all the things captured by the camera, not only the texture, as shown in the image below.
Now, I don't know the reason for this, I tried looking at other tutorials, but even the scripts for this version of Region Capture differ. Below are some pictures containing the way I attached the cameras and the game object to the scripts..
Please help me find a solution.
I have faced the same problem today so I post here the solution hoping that this will help people who encounter the same problem.
To solve it, I had to link the Region Capture to my Image Target and resize it to match the Image Target's size:

Making my Unity Game with Stereoscopic View (VR)

I have built a Unity3D + Google Tango based game on the NVidia Dev. device. Everything seems to work fine, but now I would like to play this game in stereoscopic view (For Dive Goggles). I looked at the ExperimentalVirtualReality example (https://github.com/googlesamples/tango-examples-unity/tree/master/UnityExamples/Assets/TangoExamples/ExperimentalVirtualReality) and was successfully able to port all the prefabs into my game, but for some reason the experience is not satisfactory.
The stereoscopic view of my game tends to over lap with each other when I look through the Dive goggles. The experience is a quite off.
I noticed that there are some public parameters on the TangoVR Player Object in Unity Project for 'IPD in MM', 'Screen Width in MM', 'Eye Offset in MM', etc. Do I have to play around with any of these. What does these values even represent?
Any help or pointers will be greatly helpful and appreciated.
IPD would be Inter-Pupillary Distance, while offset is the distance from your eye to the 'point of articulation' when you move your head.
This describes it (with pictures!): http://gamasutra.com/blogs/NickWhiting/20130611/194007/Integrating_the_Oculus_Rift_into_Unreal_Engine_4.php
I've found when trying to use cardboard lenses on devices with wider displays than the fov of the lenses you get an unsatisfactory experience.
This has to do with the lenses not being in the center of the frame, when focused at the display.
To circumnavigate this with larger devices you can push in the margins of the stereoscopic views. For the tango, with testing standard cardboard lenses I found that things work nicely if they were pushed in about an inch. The apps on the play store, Tango Mini Town and Tango Mini Village do a nice job of demonstrating this work around.
The ideal way to get this working would be with google cardboard and a proper tango tablet 7 inch view controller, but currently the cardboard app is incompatible with the tango. Fingers crossed for cardboard support.
As far as simply playing around with an optimal view points in unity, one can modify the view port rect on the stereo camera inspector menu in unity to get the ideal experience for a specific device with what ever controller you choose.
Thanks for all those who helped answer this. Many of my concepts definitely got cleared but nothing got me close to an actual solution. After researching a lot, I finally found this article (http://www.talkingquickly.co.uk/2014/11/google-cardboard-unity-tutorial/) super useful. it basically tells me to implement the Durovis SDK (https://www.durovis.com/sdk.html) with its Unity package.
Everything was pretty straightforward and experience I got from it was so far the best.