googlevr / cardboard

Open source Cardboard SDK and samples
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'Magic Window' with GoogleVR plugin #48

Open CedoSnr opened 4 years ago

CedoSnr commented 4 years ago

Is it still possible to implement 'magic window' (https://developers.google.com/vr/develop/unity/guides/magic-window) with this new plugin? Obviously, the guide at the previous link is now obsolete. Are there some scripting changes that can be made to get this working?

jballoffet commented 4 years ago

The current release of the Cardboard XR Plugin does not include a built-in capability for monocular rendering (also known as magic window). Thanks for requesting this. We will add it to our backlog.

RemyRM commented 4 years ago

Good to hear that this is on the backlog, as it was quite an essential feature for us in the old cardboard, is there an ETA for when you are expecting to pick this up?

CedoSnr commented 4 years ago

Good to hear that this is on the backlog, as it was quite an essential feature for us in the old cardboard, is there an ETA for when you are expecting to pick this up?

Solution: https://assetstore.unity.com/packages/tools/camera/cardboard-net-168945

Buy this package (the cost is very sustainable) and you will solve all the problems of this officially shameful SDK. I solved it this way.

Magic Window in two seconds.

Thanks for the info!

jballoffet commented 3 years ago

This feature has not been prioritized in the short run, nevertheless, it should be easy for you to get it to work just by starting and stopping the display provider as required, see the XRLoader class.

joaoborks commented 3 years ago

I've created the PR googlevr/cardboard-xr-plugin#13 to add this feature

ovnistudios commented 1 year ago

Any news about this Issue? The only versions that allow Mono Rendering with Motion Sensors, there are libraries only in 32bits, and Google and Apple no longer allow submitting apps with 32bits :( And the new versions os GVR and Cardboard works only in stereo mode. Using Unity's native gyroscope, the quality is terrible. There's some magic with GoogleVR's sensors, that's amazing. My project uses mono rendering with the sensors, so I'm just waiting for this issue to be sent to stores. Does anyone have any updates on this issue? Tks