googlevr / gvr-unity-sdk

Google VR SDK for Unity
http://developers.google.com/vr/unity/
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Unity iOS: blackout on both left and right side in google cardboard view. #897

Closed MicroEyes closed 6 years ago

MicroEyes commented 6 years ago

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.

  1. 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] gvr_1

  2. 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] vr_camera_error2

Found using:

Steps to reproduce the issue:

  1. On Unity 2017.3.1f1, follow guided for "HelloVR" demo Scene VR.
    1. Switch platform to iOS, set VR settings on "Player Settings" and create iOS build.

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.

loop0222 commented 6 years ago

i have the same problem as your first issue in android

ddrocco commented 6 years ago

Hi, thanks for reporting! We're looking into this.

kschmidtdev commented 6 years ago

I don't have the blackout issue in Android, but on iOS it seems like the eyes are swapped? (using 1.130.1)

rusmaxham commented 6 years ago

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"?

ddrocco commented 6 years ago

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?

kschmidtdev commented 6 years ago

@ddrocco I apologize my report is a false positive.

ddrocco commented 6 years ago

Awesome, glad to hear things are working :)

TonGarcia commented 6 years ago

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.

unity-googlevr-bug

TonGarcia commented 6 years ago

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.

2018-06-04 20 44 34 2018-06-04 20 44 41

rusmaxham commented 6 years ago

@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)?

TonGarcia commented 6 years ago

@rusmaxham It did the trick! Thx!

rusmaxham commented 6 years ago

I am happy to hear you are unblocked now.

TonGarcia commented 5 years ago

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

photo_2019-08-21_18-47-37 .

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