Using google-vr unity plufin without using cardboard view - unity3d

Background: Hey, I am developing a VR game for mobile similar to pokemonGo. I tried using unity's Input.gyro.attitude but it doesn't work very well on some devices (S6 for example).
I searched and found google-vr, that is built for google carboard I installed it and added the GvrControllerMain prefab and it tracks the gyroscopic movement perfectly for all devices.
My question is: is there any way to use this sdk but disabling the cardboard view? I just want to get the tracking out of it.
Versions: I'm using unity 5.6.2f1 and the latest version of google-vr

Related

How to switch mobile camera in Vuforia Engine Unity SDK v10.13?

I need help in switching mobile device camera in sdk Vuforia Engine Unity SDK v10.13 because vuforia has chnages the entire SDk. I did it past but i could find any documentation. Please help
I couldn't find any documention regarding camera switching in Vuforia Engine Unity SDK v10.13
Unfortunately switching btw back and front camera has been depracated but this can be achieved if its necessary via https://library.vuforia.com/platform-support/driver-framework.
If you need to sw btw the several back cameras that phones have, I don't believe its necessary as Vuforia usually selects the main camera and selecting any other camera like Telephoto or Ultrawide will results in tracking issues as the SDK was not designed to work with such images out of the box.
The Q that I would have, why do you need to sw? what do you want to achieve?

Unity3d 5.5 Enable Vr for Cardboard

I'm almost new to Unity3D, I've watched this presentation of Unity evengelist made in February 2016:
https://www.youtube.com/watch?v=pK0ZD53gOoE
Evengelist said and showed that to bring project to VR you need to select one checkbox (Virtual Reality Supported). Now in 5.5 version just downloaded, when I select Virtual Reality Supported it says also "you must add at least one VR SDK", also after that checkbox selected when I click play scene, I do not see two eyes screen, just ordinary view. When last year I tried to make VR for Cardboard and loaded Cardboard SDK, scene view showed two screens to each eye in play mode.
So the question - how now make VR that works on Cardboard in Unity3d? Do I still need Cardboard SDK (I don't need magnet input support or similar, just stereo and head movement support)?
Added: I don't have Cardboard SDK option in Unity somehow:
According to Unity Blog, Cardboard support is exclusive to Android only. iOS Cardboard support will be added soon.
Do I still need Cardboard SDK
I don't think you need the SDK. This is now Native support for Cardboard. Although,you can still download the Cardboard SDK and Unity will automatically use it.
And here is how to enable Cardboard SDK in Unity 5.5.
Thanks Programmer for your answer, it helped me find what my issue was. However, I've spent literally all of my time over the past few days trying to get Google Cardboard and Unity setup, so I figured I can at least post my answer too.
One problem I initially ran into was that I was trying to use GVR Unity SDK v1.1. There are several bugs in this version, so I reverted back to the GVR Unity SDK v1.0.3. This can be downloaded from the github repo: https://codeload.github.com/googlevr/gvr-unity-sdk/zip/f391c2436426857899af1c37f0720b3985631eb3
Then, I ran into multiple problems just getting things to run on android, so I found that I have to use build tools version 24.0.1. This can be downloaded using the Android SDK Manager executable.
Lastly, the "cardboard" option wasn't appearing for me as part of the drop downs, just like in the picture posted by the asker. The problem was that I was using a regular version of Unity, when I needed to actually be using the technical preview. This can be downloaded from https://unity3d.com/partners/google/daydream, and I'm running Unity v5.4.2f2-GVR13.
Then the drop down "cardboard" appeared, and I was able to follow google's official instructions (https://developers.google.com/vr/unity/get-started) and get things set up.
I ended up installing the Unity 5.6 Beta and got my Cardboard app built quite simply using the EasyMovieTexture store asset, turning on VR in Player Settings and adding Google Cardboard. It is working great in IOS and Android. I am working on turning off the Google Overlay as my app toggles between Cardboard and a simple 360 view and that is a proving a challenge. It seems from what I have read Google does not want you to turn off their overlay. I might try to do this natively on IOS.

Unity3d 5.6 VR Cardboard application incorrectly displays on device

I've just installed Unity3d 5.6 and build application for Android with native VR support for Cardboard SDK (checking box Virtual Reality Supported and selecting Cardboard as VR SDK). App responds to movements of device, however, picture is not correctly takes only part of screen, what can cause that issue?
Built for Android 5.0, run on Android 5.1 Sony Z2, device is configured for cardboard viewer with Google Cardboard application, other VR games take all screen at expected.
Added:
As per advice on Unity forum I enabled Multithreded rendering, however it resulted in almost good, still not properly centered image flicked momentarely, then blank (lenses viewes disappeared).
If you are manually setting the screen resolution by script (Screen.SetResolution) try commenting that out.
As written in Unity forum here:
https://forum.unity3d.com/threads/google-vr-sdk-1-10-unity-5-5-broken.445323/
for VR for cardboard development it' better for now to stick to using Unity 5.4.2 with Google VR SDK 10.3.

How to use Cardboard vr view with no 360 content

I have been searching for a way to build my unity google cardboard game for web, and I came across with this google vr view. But is this only for 360 content, with the 360 panorama asset ?
I have tried also to build the project for webgl but it doesn't work ( I think it has some compatibility issues with the cardboard SDK ).
Is there any other way to do so ? I want to load my vr game in a website and being able to see it both: with the cardboard and without them.
Thanks
I don't think you can build a game for web in unity that has support for webgl and cardboard, at least not at the moment.
I would suggest that you try something like Three.js and HTML5 to reach such ends. Check this link on a Tutorial+Example

Should I enable VR support for google cardboard in Unity

I'm creating my firs VR app i unity for google cardboard. I noticed VR support setting in the inspector. I searched a little bit and it isn't clear for me if I should enable it for google cardboard. Here is the link for unity manual about it. Thanks for help!
For a while you should not enable VR support since Unity has no native support for Cardboard yet, although it was announced on Vision Summit 2016 for future versions.
By now, you should only use the Unity package with the appropriated prefabs for Google Cardboard available at https://developers.google.com/vr/unity/download.
You dont need to check Virtual Reality Supported to make an app for Google Cardboard. Make sure that you download the Google VR SDK for Unity and bring it in your assets folder in your project. Then just search for GVR Main in your assets folder and bring that into your project scene and you are good to go. Also you may not need the default camera in the scene as well. Just create your scene and your build is automatically supported for Google Cardboard. VR Supported is largely for computer dependent devices like the Oculus Rift and not apps that you run on your mobile phones.