Open elblogbruno opened 1 month ago
Thanks for the report, I tested on my phone and google-vr-sdk-for-unity. Here is sample project I tested. Please try it once (I use package manager to install this webview plugin like google-vr-sdk so you need to just clone and build app).
Also, please check the behavior when hardware acceleration false. In my search, there are also possible that problem caused by GPU related error. If black screen is displayed when hardware acceleration false (app does not crash), I need to implement non-hardware acceleration use case.
// changed = androidManifest.SetHardwareAccelerated(true) || changed;
changed = androidManifest.SetHardwareAccelerated(false) || changed;
Other. My webview plugin uses vulkan as graphics api by default. Is there a problem when using opengles?
@elblogbruno if you sending a logs, please try build the app using "Development" env for more clear logs because release build stacktrace is encrypted
Thanks for the report, I tested on my phone and google-vr-sdk-for-unity. Here is sample project I tested. Please try it once (I use package manager to install this webview plugin like google-vr-sdk so you need to just clone and build app).
Also, please check the behavior when hardware acceleration false. In my search, there are also possible that problem caused by GPU related error. If black screen is displayed when hardware acceleration false (app does not crash), I need to implement non-hardware acceleration use case.
// changed = androidManifest.SetHardwareAccelerated(true) || changed; changed = androidManifest.SetHardwareAccelerated(false) || changed;
Other. My webview plugin uses vulkan as graphics api by default. Is there a problem when using opengles?
Wow, that was fast. Let me try!
Thanks
@elblogbruno if you sending a logs, please try build the app using "Development" env for more clear logs because release build stacktrace is encrypted
Oh sorry for that. That helps as well.
Thanks for the report, I tested on my phone and google-vr-sdk-for-unity. Here is sample project I tested. Please try it once (I use package manager to install this webview plugin like google-vr-sdk so you need to just clone and build app). Also, please check the behavior when hardware acceleration false. In my search, there are also possible that problem caused by GPU related error. If black screen is displayed when hardware acceleration false (app does not crash), I need to implement non-hardware acceleration use case. https://github.com/TLabAltoh/TLabWebView/blob/master/Editor/Scripts/UnityWebViewPostprocessBuild.cs#L29
// changed = androidManifest.SetHardwareAccelerated(true) || changed; changed = androidManifest.SetHardwareAccelerated(false) || changed;
Other. My webview plugin uses vulkan as graphics api by default. Is there a problem when using opengles?
Wow, that was fast. Let me try!
Thanks
@elblogbruno if you sending a logs, please try build the app using "Development" env for more clear logs because release build stacktrace is encrypted
Oh sorry for that. That helps as well.
Yeah I can say screen is black on my phone if I set to false.
Thanks for the info. Also if hardware buffer acceleration is true, did my sample work? Are there any problems when switching graphics API (vulkan ↔ opengles)? @elblogbruno
Thanks for the info. Also if hardware ~buffer~ acceleration is true, did my sample work? Are there any problems when switching graphics API (vulkan ↔ opengles)? @elblogbruno
https://github.com/TLabAltoh/google-cardborad-webview-sample works on my phone with cardboard vr plugin, so probably the crash on my phone from my project comes from another place.
I will try switching graphics on this https://github.com/TLabAltoh/google-cardborad-webview-sample project and see how it goes.
Thanks for the info. Also if hardware ~buffer~ acceleration is true, did my sample work? Are there any problems when switching graphics API (vulkan ↔ opengles)? @elblogbruno
https://github.com/TLabAltoh/google-cardborad-webview-sample works on my phone with cardboard vr plugin, so probably the crash on my phone from my project comes from another place.
I will try switching graphics on this https://github.com/TLabAltoh/google-cardborad-webview-sample project and see how it goes.
Thanks. Anyway, it is possible that my plugin conflicts with others, I am considering adding non-hardware aceralation mode.
https://github.com/TLabAltoh/google-cardborad-webview-sample project with hardware acceleration on unity 2022.3.17f1:
If I set to vulkan:
if I set to opengl:
to make the project work with 2022.3.17f1 I just removed android.enableR8=MINIFY_WITH_R_EIGHT from gradleTemplate.file
I think there is also hardware buffer related problem in some devices (I received report of vulkan api problem in other issue), so I added option for hardware buffer on/off option (defualtly on). This is no graphics api dependent implementation. If you want to use this plugin with vulkan api but hardware buffer mode doesn't work, please consider setting this option off (no-hardwarebuffer mode). This implementation is not graphics api dependent, but hevy than hardware buffer mode. Please note it.
@elblogbruno
Hello, THanks for this wonderfull plugin. I have tried implementing it with cardboard vr unity plugin and it makes the app crash on start. Here is the logcat output if helps:
maybe something related to threads?
Thanks Bruno