googlevr / gvr-unity-sdk

Google VR SDK for Unity
http://developers.google.com/vr/unity/
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Central line cut and left and right cameras too separated when compiled to Android but perfect in the Unity Game view #351

Closed chelder86 closed 7 years ago

chelder86 commented 7 years ago

We have attached an screenshot.

When we realized about this issue we thought it was our problem. So we asked here: http://stackoverflow.com/questions/40120859/googlevr-1-0-1-stereo-cameras-are-ok-in-the-unity-game-view-but-too-separated-w

However it has happened again in another project, and this time we can reproduce the steps:

An important point is that this issue does not exist when we compile the demo scene provided with GoogleVR! Does it do something "special" besides having the GvrViewerMain prefab?

Maybe the issue happens when automatically updating an old project. Or maybe it happened after updating the Smartphone to Android 6.0 Marshmallow (CyanogenMod 13.0), on Samsung S4.

screenshot 21 oct 2016 1-28-33

nathanmartz commented 7 years ago

Can you confirm that this actually only repros when you build a scene that isn't our test scene and that the test scene actually works fine?

On Thu, Oct 20, 2016 at 5:25 PM, chelder86 notifications@github.com wrote:

We have attached an screenshot.

When we realized about this issue we thought it was our problem. So we asked here: http://stackoverflow.com/questions/40120859/googlevr-1- 0-1-stereo-cameras-are-ok-in-the-unity-game-view-but-too-separated-w

However it has happened again in another project, and this time we can reproduce the steps:

An important point is that this issue does not exist when we compile the demo scene provided with GoogleVR! Does it do something "special" besides having the GvrViewerMain prefab?

Maybe the issue happens when automatically updating an old project. Or maybe it happened after updating the Smartphone to Android 6.0 Marshmallow (CyanogenMod 13.0), on Samsung S4.

[image: screenshot 21 oct 2016 1-28-33] https://cloud.githubusercontent.com/assets/3020189/19582278/6f612354-9733-11e6-9d12-199cc10a5a6a.jpg

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MatzeOGH commented 7 years ago

We are having the same issue on android. Wasn't a problem with GoogleVR0.9

chelder86 commented 7 years ago

A picture is worth a thousand words. So I have attached one more screenshot:

android6-cw13-googlevr_demoscene

nadiacw commented 7 years ago

I'm having the same problem using Unity 5.4.2f2-GVR10 and the latest GVR Unity sdk on a Google Pixel, just building the Controller demo scene:

screenshot_20161028-161143

nathanmartz commented 7 years ago

We intentionally changed the location of the gear and the placement of the alignment line to accommodate the new Daydream View as well as to minimize glare on some cardboard viewers. These changes are active on Android and will propagate to iOS and the Unity editor soon.

chelder86 commented 7 years ago

OK. So, is it related somehow with the issue of cameras so separated?

chelder86 commented 7 years ago

Changing scale to 0.007 (a very similar scale to the demo scene objects: 0.003) seems to fix the problem.

Mthegamer commented 7 years ago

Changing scale of what? Nothing mentioned here or any other related pages. Please let me know

chelder86 commented 7 years ago

Of the game objects of the scene like the cube or the canvas in the provided scene. You will see one is at a distance of 1 and the other at a distance of 2, so these game objects must be scaled to that value. Otherwise would be too big as they are quite close.

raphtimecn commented 7 years ago

Android app: /sdcard/Cardboard/current_device_params

all gvr(cardboard) app will use this file --- "current_device_params".

maybe you should go the url to setup your device profile https://vr.google.com/cardboard/viewerprofilegenerator/

in addiation, you can also do this:

http://stackoverflow.com/questions/40340898/how-to-change-field-of-view-in-google-vr-sdk-for-unity/40358587#40358587

chelder86 commented 7 years ago

Thanks @raphtimecn! Updated the stackoverflow answer to add your words :)