Closed chelder86 closed 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:
- We have imported and opened the demo scene of this asset: https://www.assetstore.unity3d.com/en/#!/content/18746 https://www.assetstore.unity3d.com/en/#!/content/18746
- We have imported GoogleVR1.0.1, and added the GvrViewerMain prefab.
- We have moved the game object of the scene to set it very close to the camera.
- We have compiled to Android changing resolution to landscape left and adding an icon and cursor.
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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We are having the same issue on android. Wasn't a problem with GoogleVR0.9
A picture is worth a thousand words. So I have attached one more screenshot:
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:
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.
OK. So, is it related somehow with the issue of cameras so separated?
Changing scale to 0.007 (a very similar scale to the demo scene objects: 0.003) seems to fix the problem.
Changing scale of what? Nothing mentioned here or any other related pages. Please let me know
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.
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:
Thanks @raphtimecn! Updated the stackoverflow answer to add your words :)
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.