Closed MicroEyes closed 6 years ago
i have the same problem as your first issue in android
Hi, thanks for reporting! We're looking into this.
I don't have the blackout issue in Android, but on iOS it seems like the eyes are swapped? (using 1.130.1
)
For 1) that is the natural result of the headset's field of view being clipped to a small screen. That is not a bug. You will see this on screens smaller than a Pixel XL or an iPhone Plus.
For 2) I'm unsure how you got that to happen. What is "cardboard views"?
Regarding iOS eye swaps, that seems like a different issue entirely and probably warrants another bug. I haven't been able to reproduce it. Are you still encountering that issue? What steps can I take to try to reproduce it, and what kind of Unity / XCode environment are you running?
@ddrocco I apologize my report is a false positive.
Awesome, glad to hear things are working :)
Hello all, I'm facing the same problem, but a bit more strange... I have the same env of @MicroEyes just my unity is different, it is the 2018.2. My final result is an "exploded eye" and something like a "padding" on top. My icons are "outside of the eye area". My eyes are not seeing the same thing too, that part is not the main problem because I caused it trying to fix it wrong eye dimension.
I'm downloading the Unity 2017 to try to get at least the same eye result on the @MicroEyes print.
Using the same code with Unity 2018.2 it works correctly for Android Moto Z Play. It is a bug for iOS iPhone 5s. I'll test it on an iPhone X.
@TonGarcia in Player Settings > Settings for iOS > Resolution and Presentation, are you setting Allowed Orientations for Auto Rotation to "Landscape Left" ONLY (disable portrait orientations)?
@rusmaxham It did the trick! Thx!
I am happy to hear you are unblocked now.
Hi guys, sadly it @rusmaxham solution is not working on a new project using Unity's LightWeight RenderPipeline. There is any additional settings? Android*, not tested for iPhone
.
Summary: I am following guide for Unity-iOS from here. I am having issues with "HelloVR" demo scene that comes with sdk unity package.
I have two issues here.
After installing game on IPhone 5S, without cardboard, both left and right views are not symmetric. Right view/lens shows more towards left side and Left view/lens shows more towards right side. [Attached image gvr_1.jpg]
When using Cardboard views, i see left and right side as completely black and only middle rectangular part for game [Attached vr_camera_error2.jpg]
Found using:
Steps to reproduce the issue:
Edit#1: Found Issue#2 is specific to iOS. Output from cardboard viewer with Android device is working fine. With android device i can see the whole scene and not blackout on both left-right sides.