I setup the Google VR SDK in 5.6Beta Unity, everything works out smoothly. I click on the demo scene and on the play button for the first time, I got this weird stereo rendering in my game view. Anyone have any idea how to fix this?
Here is the Official fix until the next release of gvr.
https://github.com/googlevr/gvr-unity-sdk/issues/451
Related
I followed the cardboard unity quickstart guide on windows with a Pixel 2 phone and I have no build errors but when I run the scene instead of seeing an image for each eye that moves when the phone is tilted I just see what looks like a static version of the scene.
For me the solution was to double-check if Cardboard XR Plugin is checked in Edit>Project Settings>XR Plug-in Management>Android tab.
After the next build, I got a VR stereoscopic view on my phone that react to phone movement and rotation.
I've built the app and compiled it with VR enabled and cardboard selected as my VR device. I can install and run it on my phone (Samsung S8) BUT the in game camera is stuck in portrait mode and the yew is inverted (turning my head left turns the camera right). I have scoured the internet but still can't find a way to fix this.
I've enabled VR in playersettings and added google cardboard as my VR.
I've also disabled portrait views under orientation.
I've set the camera as both a child and parent object.
I've built the app with both cardboard and daydream selected as the VR (and each individually) but still the same issue.
I've tried forcing different higher levels of API requirement
I have added and removed GvrEditorEmulator from the project and the GvrControllerMain and no luck.
I've even flipped the camera manually by a 180 degrees and this made the view be in landscape but in this case the pitch was inverted (when I look up the camera looks down) and I haven't found a way to resolve this.
In the editor view the screen looks fine, but every time I run it on my Android phone it force starts in portrait mode and the pitch or yew is inverted.
Is there a hidden option I need to switch, does anybody have more suggestions that I could try?
You can see what the app looks like when I hold the phone i portrait mode on the link bellow (the image breaks when I try to add it to the post for some reason).
https://imgur.com/a/o80NRe4
Its worth mentioning that I'm working with Unity version 2019 2.0b2 because any other version I tried would not detect my installed Android SDK and would not let me build the project. I've tried on multiple machines and always had that problem so I'm afraid of attempting an upgrade to a newer version would break my build ability.
This seems to be a known and reported issue for Google VR SDK for unity. Its been reported on their github page.
The only possible fix is reverting back to Unity 2018.3.14f1. I did this by exporting my v2019 project, then creating a new 2018.3.14f1 version project and importing the original into it. This rebuilds the project and should avoid conflicts if you're lucky.
I've made an ARKit app that I was porting to Google Tango. The build works but the augmented object keeps tiling itself when it is visible on the mobile phone. Like this:
There aren't any errors popping up either. It just .. glitches like that.
I made an empty scene with some random object and that works perfectly fine. In the same project so the build settings are fine I think. And the "Tango Manager" and "Tango Camera" settings are similar on both the scenes.
Anyone face something like this? Or has any solution to this?
You can check out the app from this link: 4 Stroke Engine AR
So for those who are stuck at this (maybe), what solved it for me was to use Unity 5.3.1f to make the build.
I guess Tango SDK for Unity wasn't updated for 5.6. It isn't there for any version above that either.
I am working on unity and i have developed clone of color switch game. The game works correctly on my PC. There is no issue in the game but when generate its apk and install on my mobile and play the game than game over panel appears in game play screen and replay button also does not work.I don't know what is the problem. Because everything works correctly on my PC...Please help me. Thanks in adcance
I upgraded my new Google Cardboard Unity game to the newer SDK, but now the head tracking is inversed:
The camera is upside down. Even the demo scene is the same way.
Has anyone been having the same issue? Thanks in advance!
It's a bug in v0.4.10. You can work around it in a few different ways:
Turn off Native Distortion Correction
Go back to v0.4.9
Use Unity 5