Closed vladich closed 8 years ago
Did you upgrade from the Cardboard SDK to GoogleVR in this project?
No I didn't, I installed current VR SDK for the first time.
OK. Check that you have the file libaudioplugingvrunity.so in Assets/Plugins/Android/libs/x86 and libs/armeabi-v7a. Also, what's your phone model?
Yes, I have that file there, for both x86 and armeabi-v7a. I tried it on Nexus 5 and Samsung S6, had the same problem.
I'm wondering, is there a way to disable audio completely, so it won't even search for that plugin? I don't need to have audio there at all.
If you don't have any GvrAudioSource components in your scene, then the error is really just a log message. It will have no effect on game play. In that case, if you are getting a black screen, the problem may lie elsewhere. Does the DemoScenes/HeadsetDemo sample scene work OK for you?
The part that was suspicious for me is "native render plugin support disabled.". If nothing got disabled then yes, it should be something else. Yes, we don't use GVR's audio components. And yes, HeadsetDemo is working fine on the device, but it's using GvrMain while we are using GvrAdapter.
I think audio message might be unrelated to the black screen problem. The "native render plugin" message is referring to audio rendering. Can you say how you hooked up GvrAdapter to the main camera? (Mainly, do you have a StereoController on the main camera?)
Yes, I have StereoController on the main camera, and everything works fine in Editor, I see correct left/right eye pictures there. It only doesn't work on the device.
GvrAdapter is hooked up as a child of our MainCamera: That's a runtime view of the hierarchy
And that's on the MainCamera:
As a test, turn off VR Mode Enabled in the GvrViewer inspector. You should see the scene in mono, and hopefully not just a black screen.
BTW, let's gather some other data:
It turns out everything is working fine, we had some sort of race condition on our side, so it worked differently in Editor and on device. Apparently we still have a problem with libaudioplugingvrunity library, but since we are not using audio, it's all good. Thank you for your help.
I'm using GvrAdapter to convert existing app to VR-ready and everything works fine in Editor, but when I deploy it to Android, I see this in the logs:
And render doesn't work indeed, I see only black screen with cardboard controls (divider and a gear button). Is there a way to fix it?