Fallback Headset SDK being used in VRTK_SDKManager - unity3d

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).

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.

How can I fix "Network is obsolete" in unity 2019.1.9?

I made a game and use "Energy bar toolkit" unity package in unity 5.3.4
so I have "Network" contax Error when I transfer from unity 5.3.4 to unity 2019.1.9
because network removed in unity 2018.2 and newer
How can I repair This Error?
In general
You shouldn't make huge jumps in Unity versions. 5.3.4 is from 2015, 2019.1.9 from mid of 2019 ... you can expect a lot of API changes between over 3 years apart software versions in general.
You should rather make incremental step-wise updates and also when you do be aware of what changes each version in between brings.
When using an asset from the Asset-Store that says Unity version 5.2.1 or higher ... I would suspect maintanace kind of stopped quite a while ago and there will at minimum be some severe hickups in implementing it into most latest Unity versions over 3 years later.
UNet is obsolete
This has been **known for quite a while** already. It will soon be (almost) completely deprecated.
The fix for now
In order to still be able to use the HLAPI for now you have to go to the PackageManager (Window →Package Manager ) and find and import the Multiplayer HLAPI package.
See Packages for more information about the PackageManager and packages in general.
There might still be some changes to do and I'm not saying this will completely fix that asset. If you still have trouble you should rather directly contact the makers of the asset.
I hope this method works with you, unity added a replacement for unity network via the PackageManager so we want to auto-convert the old Multiplayer to the new Networking System.
First, get back to the project on unity 5.3.4, and start upgrading it gradually,
First, open the project on Unity 5.5.6 then 2017.1.5f1 then 2017.4.32f1 and so on, open it on the first release and upgrade it to the LTS release, 2018.1.9f2 to 2018.4.10f1 then open it on the 2019 version.
and be sure all plugins are updated. hope that help
I Do not understand this answers and need for this package("Energy bar toolkit") only
if I can change Network with other context ,it maybe work
I wrote a letter to maker asset ad am wait for answer

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

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".

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.

Unity Google VR Additional libraries must be imported please upgrade

Hello I have trouble importing the google vr package in unity , my unity is already updated but this appears
I just had the same issue. I wanted to update the Cardboard SDK on an old project so I downloaded it from Github and imported the GoogleVRForUnity.unitypackage.
Every time I press play I have this message that pops. It works fine if I ignore it, but you can also click Import Package and it will open the gvr-5.2-and-5.3-compatible.unitypackage that's inside the GoogleVR folder. Import the content and the message will stop poping.
It looks like a bug thought, because I'm using Unity 5.4.0, so I should not need any compatibility for 5.2 or 5.3.
EDIT:
I just realized that now you also need a special version of Unity to use the GVR SDK 1.0. Right now (9/10/16) it's Unity 5.4.1f1-GVR7.1 available here. Maybe that's why it was complaining about my Unity version.