Wrong orientation using Cardboard SDK on Google Project Tango - unity3d

We use Google Cardboard Unity SDK to make our own game.
(https://developers.google.com/cardboard/unity)
But when we run this app on the Google Project Tango.
The screen and the orientation detection seems rotate 90 degrees.
We try a lot of Cardboard apps on the Google Play store and most of them have the same result.
Are there any solution for this situation? Or Google just don't want to take care of Project Tango as well?

The Cardboard SDK has a "bug" where it assumes the device is in portrait. For landscape devices like Tango, this creates the 90 degree rotation. It will have to be fixed in the SDK, but in the meantime, you can work around the problem using code similar to the following:
Unity Cardboard Orientation Landscape Right Upside Down

Related

Google VR SDK stuck in portrait mode

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.

Unity: Cardboard VR doesnt work after updating to 2017.3.1f1

I am developing a VR game for Android but the VR mode doesnt start up. When I used 2017.3.0f0 everything works like a charm. The game starts in VR mode and I can rotate the camera. I just activated the Cardboard support in the Player Settings. I didnt have to enable the VR mode in any script. Now the game starts like a normal Android game with one camera and no gyroscope sensor support. Does anyone have a solution? Please help me. :(
Best regards Niklas Englmeier
currently I'm using Unity 2017.3.1f1 and works fine with Google VR SDK version 1.120.0, I know that the version 1.110.0 doesn't work, which version of SDK are you using? Did you place the MainCamera as child of an any GameObject and use GvrEditorEmulator? Unity 2017.3.1f1 using Google VR SDK 1.120.0

Google SDK Divided VR mode view

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

how to use the cardboard sdk for pc vr game?

so I want to create a vr game using unity3d and cardboard sdk for PC(windows), which I'll stream to my phone screen using kinoConsol. I created a simple scene when I build it for android,it works fine , I mean it shows the dual sbs camera(screen), but a windows build shows only one normal camera(screen).. is there a way I can use the cardboard sdk to show the sbs camera(screen) in a windows build ?? if not is there any thing else available to achieve this ?
Side by side is easy, just place two cameras where the eyes should be and change their viewport rect to half width. Now you have a side by side stereo renderer without any external library. Cardboard also adds some distortion to the lenses, but it is not that important to use it in your case.
Your second, and much bigger problem is the gyroscope - you have to somehow communicate the position of your headset to your unity app on your pc. This is not trivial and probably will require finding or building an persistent service on your android device that will send the orientation data to your desktop app.

Google Cardboard SDK demo head tracking inversed?

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