Open joaoborks opened 3 years ago
Hi I rebuilt the same simple scene using legacy GoogleVR (compiling for Cardboard) and this new Cardboard SDK plugin to compare performance. Cardboard SDK Plugin has performance comparable to GoogleVR with multipass rendering, which means rather terrible (even with Snapdragon 855 android), which gives nausea very fast. Is there any setting which does anything similar to legacy single pass rendering?
@magiwanders I don't know exactly, but it doesn't look like we have control over the rendering process. It seems the rendering is done via the native plugins, while the Unity Package works as a bridge to them. Perhaps it would be a good thing to expose some settings to Unity and allow us to customize some of the stuff from there. Maybe the devs @jballoffet and @chaosemer can assist you further with your Multi Pass/Single Pass rendering question.
@JoaoBorks Tank you! I thought too rendering was handled by unity, but difference in performance (both fps and expecially latency of movement) is very noticeable, so what gives? I hope the devs can give us more insight about the topic.
OpenGL ES 3.0
40 It seems it's far on the roadmap.
Oh, this should be the first along with single-pass / multiview mode.
Without these technologies, we simply won't get enough FPS for comfort in VR.
Given the number of OpenGl es 2.0 devices and their performance, it is strange to support them.
If you are using Firebase, you will need to switch some of your Gradle dependencies:
Hi, I tried to rewrite the mainTemplate according to the procedure of ↑.
I can build it, but it seems to crash when I try to read the QR code by pressing the gear icon at the top right of the screen.
@arumons is it crashing only if you change those lines in the Gradle template? Officially, AndroidX is not supported, it's planned for release 1.5, but I didn't have any issues with it. I'm not using the QR Code though..
@JoaoBorks
is it crashing only if you change those lines in the Gradle template?
yes. It works fine without firebase.
I am getting " java.lang.RuntimeException: Duplicate class com.google.protobuf.AbstractMessageLite found in modules protobuf-javalite-3.14.0.jar (com.google.protobuf:protobuf-javalite:3.14.0) and protobuf-lite-3.0.0.jar (com.google.protobuf:protobuf-lite:3.0.0)" Error with Firebase unity SDK 7.1.0 and Google Cardboard XR Plugin for Unity 1.4.1. How to fix this?
Hi!
Any ideas on how can i achieve a Monoscopic and Stereoscopic 360 video viewer? I am tired of looking for a direct solution, but is useless.. Could you put me in the right path
Just wanted to drop a quick thank you from the future! Making Cardboard apps in 2023 proved to be quite difficult :D
Since too many people are struggling to get this working (myself included), I decided to write a guide with everything I've been through and how to overcome the most common challenges. Please comment on any additions you might have.
Installation
Follow the instructions on this page. If you are using Firebase, you will need to switch some of your Gradle dependencies:
Apparently, once the plugin migrates to AndroidX, it will be solved. It's on the roadmap for 1.5.
Toggling VR Mode
In order to start the VR mode, you need to:
To stop it, simply call:
Issues when disabling VR
camera.ResetAspect()
right after disabling VR.use this fork instead (as long as version 1.2.0 is the latest): https://github.com/dletozeun/cardboard-xr-pluginthis should have been fixed on 1.3.0For additional reference, here's the official Unity XR Management Manual.
I've created the PR googlevr/cardboard-xr-plugin#13 to add this to the unity plugin repository.
Desirable Features
Gaze/Pointer Reticle
The current version of this plugin (1.3.0) does not provide any kind of solution for that. There are a few options regarding this matter (also mentioned on #47, #104, #121, and #132):
I've created the PR googlevr/cardboard-xr-plugin#13 to add this to the unity plugin repository.
Non-VR Camera Controls
It's something you can implement fairly easily. Take this script as a starting point:
I've created the PR googlevr/cardboard-xr-plugin#13 to add this to the unity plugin repository.
Magic Window
No official solution as well, but it has already been requested at #48.
VR Editor Simulation
There's no way to simulate the VR view on the Editor since the VR rendering is done natively on the device. However, you can implement at least a cursor simulation of the head movement, that works very close to the Magic Window, if it helps you debug your app. It has been already requested at #51.
I've created the PR googlevr/cardboard-xr-plugin#13 to add this to the unity plugin repository.
iOS Metal
11 Targeted for 1.5 on the roadmap
Single Pass Rendering Support
Known Issues
1 [Android] High latency on Qualcomm based Samsung S10 and S10+
133 [iOS] OpenGL ES 2.0 is not supported with Vuforia. VR does not load if Vuforia is bundled with the project.
100 [iOS] Widgets rendered in the wrong location on notched devices, targeted for 1.4 on the roadmap