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
Related
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
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 installed the arcore-preview.apk on my Samsung 8(SM-G950U). Then I installed the sample ARCore scene from Unity onto the S8. The app starts up fine , but does not draw any point clouds or blue guidelines displaying the planes. I also cannot place the little Andy bot onto a plane. All I get is the UI saying, "Searching For Surfaces". Any ideas? I'll be continuously tinkering until I find a solution.
The problem seemed to have been the version of Unity(2017.2.0b10) I was using. So I just went back to the Unity Beta Archives and downloaded 2017.2.0b9 and then downloaded Android Target Support specifically for 2017.2.0b9. All is now working correctly!
You need to get the beta version 0b9, it won't work on the current stable one
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
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