How to change Mono mode for GvrEditorEmulator? (Not GvrViewerMain) - unity3d

I wanna change Mono mode in Cardboard Application.
We could change it by setting "VRModeEnabled=false" in GvrViewerMain which is the main script in the old sdk version (1.4.0).
However, I cannot find the setting in GvrEditorEmulator which is the main script in the new sdk version (1.5.0).
Could you tell me the solution of the problem?

The old SDKs were meant for unity version less than 5.6, where there is no native support for Cardboard / Daydream, and hence rendering had to be done with assistance from Google VR SDK. (GvrViewerMain). But now, with native render support added to Unity, the GvrViewerMain is obsoleted.. The GvrEditorEmulator just emulates inputs (head tracking, clicks ..).
You should be able to change the VRModeEnabled settings in the Unity "Player Preferences".

Related

Vuforia & Unity: Build UWP Successfully but No Live Camera Feed (Black Screen)

Unity Version: Unity 2019.3.9f1
Vuforia Version: 9.0.12
The app works fine in unity editor, it builds and runs successfully without error but no camera feed (black screen). Can't seem to find up to date solutions online.
Updated the Vuforia version to 9.2.7 does not seem to solve the problem.
I don't think to check the "Vuforia Augmented Reality Supported" under the "XR Settings" is an option, because it's able to deprecate. Also Checking the "Windows Mixed Reality" plug-in under XR Plug-in Management didn't solve the problem.
I already checked the "InternetClient" and "WebCam" in the publish setting for UWP.
Do I need to change anything in ARCamera's "Open Vuforia Engine configuration"? Some solutions mention disabling the Vuforia play mode will help, but I can't seem to find the option anywhere.
Anyone encountered the same issue and find a solution? Thanks.
I don't have a current solution, but would like to share my experience working with vuforia, UWP.
I found that there are varying breaking versions of unity and vuforia's SDK.
The latest version may not necessarily work I had to trial and error before I found a compatible version, so you might want to try that out. perhaps a older version of either unity/vuforia in reference with https://library.vuforia.com/platform-support/supported-versions.html
And yeah, definitely run your "hello world" tests on the sample projects first.
Best of luck, it's a great SDK ,once you get it to work.

Vuforia AR Camera working from the second attempt on Android

I have an Android application which I created using Unity and C#, it also uses Vuforia. I have an AR Camera, which shows a black screen when I have just installed the application and gave camera permission to it, but when I close the app and start it again, everything works fine. I did a lot of searches, so what I found and tried- to Switch automatic graphics to OpenGls2, to set minimization to none, etc. Upgrading Vuforia version will not work for me. Also ARCamera works for phones supporting ARCore and does not work for phones not having ARCore. So I guess, the issue is within the architecture of the phone. Any ideas on how to make it work?
It must be related to camera API. I don't know how Vuforia is trying to initialize the camera. Seems like it tries to initialize it before successful permission result on old Android versions. You can delay Vuforia initialization to be after the permission check. There is an option to set Vuforia delayed initialization, but it would be better to make a preload scene where you do check all permissions and maybe other setup and then load the scene where Vuforia is used.
Update: Please try to update xr plugins for Unity (they are packages now), update Unity itself to the latest version. Do not use unity beta. Se if there are some recommendations from Vuforia of which unity version is the latest supported. Youc also try to create a new unity project from scratch and then import the latest vuforia, then try camera on android, then if all good, import all the resources for your app.

Fallback Headset SDK being used in VRTK_SDKManager

I just reopened a VR project, for the HTC Vive, in Unity 5.5.0f3, after a 2 month hiatus, and upgraded VRTK and SteamVR to their latest.
When I run my project, I'm getting console errors, telling me
"Fallback Boundaries SDK is being used"
and
"Fallback Headset SDK being used"
and I should choose "
the GameObject with the VRTK_SDKManager"
and select them there.
Problem is that I'm relatively certain I have no VRTK_SDKManager used anywhere in my app.
Is this a new class or a new requirement?
Yes, VRTK release Version 3, updated package for 5.4.4 and 5.5.1 that contains VRTK_SDKManager Script. You should need to update the VRTK package but i will recommend you to stick with old if you don't have time cause maybe new update made enormous change (New features of VRTK 3).

Should I use "Daydream technical preview" version of Unity to develop for Cardboard?

Is it a requirement to use the "Daydream technical preview" version of Unity with Google VR SDK, even if I am targeting Google Cardboard? I don't think this is clear from the documentation, and I don't want a development environment which is Daydream-specific.
Currently, I have installed Unity 5.5.1f1 and Google VR SDK 1.20. However, in player settings, I do not get any of the Cardboard/Daydream options shown in this screenshot:
https://developers.google.com/vr/unity/get-started#prerequisites
Is it a requirement to use the "Daydream technical preview" version of
Unity with Google VR SDK, even if I am targeting Google Cardboard?
No. If you are building for Daydream then you need the Daydream technical preview. Note that there are some sample scenes from the Google VR SDK plugin that are exclusively meant for Daydream. One such example is the VideoDemo. These scenes have Daydream scripts that won't compile on a normal Unity version. If you use the normal Unity version, you will get compile-time errors if you load one of these scenes.
Daydream technical preview is only used to experiment building for Daydream at this moment. It will be added to the normal Unity version when it is ready and with most bug fixed.
In fact, Daydream support is now added to Unity 5.6 beta. You can get that here. I suggest you start developing with Unity 5.6 beta in order to prevent mistakenly using scripts are made for Unity 5.6 beta.

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.