March 2016 update
Google has released an official iOS CardboardSDK. However, for now it's a closed source precompiled library.
iOS port of Google's CardboardSDK.
Treasure example fully running with magnetic trigger detection. Successfully tested on an iPhone 6 running iOS 8 and on a iPhone 5 running iOS 7.
It (mostly) has feature parity with Android's CardboardSDK v0.5.1.
There is a bundled sample Unity project compatible with Unity 5.0.0f4 (use other Unity versions at your own risk).
The Unity\Cardboard.UnityProject
folder contains the sample project based on Google's CardboardSDK-Unity plugin.
There are two ways of running the Unity project on an iOS device:
You can use the bundled pre-built Unity Xcode project, but you need to regenerate libiPhone-lib.a
, as it's too big to commit to GitHub.
This method is useful for updating the Xcode project after changing the Unity project or its Cardboard Unity scripts.
File -> Build Settings
, choose iOS
and click Build
. Choose the already existing Unity\Cardboard.UnityProject\builds\iOS
as the output folder and click on Append
. Unity should then update your current project with the needed Unity library binary without overwriting the CardboardSDK native code.Unity\Cardboard.UnityProject\builds\iOS\Unity-iPhone.xcodeproj
on Xcode and run on an iOS device (tested on Xcode 6.2).You can disregard the Unity\Cardboard.UnityProject\builds\iOS\
folder and build your own project from scratch.
This method is useful if you want to rebuild the Unity Xcode project after updating Unity to a newer version (newer Unity versions won't let you append to an already built Xcode project).
File -> Build Settings
, choose iOS
, click Build
and save it to any folder of your choosing.Add files to "Unity-iPhone"
. Do not copy the CardboardSDK source, just link them at their original location by unchecking Copy items if needed
.Unity-iPhone target
-> Build Phases
-> Link Binary With Libraries
and add the GLKit.framework
.C++ Language Dialect
to GNU++11
.Matrix3x3d
and Vector3d
by eigen3.The CBStereoGLView
class allows any UIView
to be rendered to OpenGL
. You can subclass it for your app overlay (lens distortion correction is correctly applied to it). See the TextOverlayView
subclass on the Treasure example.
Avoid updating the texture on every frame as it's an expensive operation (performing UIView
animations is not a good idea).
The HeadTracker
can either use:
OrientationEKF
class with raw gyro and accelerometer data. Has very low latency but suffers from gyro drift (slight continuous rotation movement when stationary). This is the current Android's CardboardSDK approach.CMDeviceMotion.attitude
. Improves the gyro drift, but very noticeably worsens the latency (CoreMotion does its own EKF-like internal IMU-fusion algorithm).CMDeviceMotion.attitude
data with Google's OrientationEKF
. Best of both worlds: low latency and low gyro drift, but uses more CPU (basically it does the IMU integration twice).In general using HEAD_TRACKER_MODE_CORE_MOTION_EKF
is recommended.
In HeadTracker.mm
, you can set #define HEAD_TRACKER_MODE
to either
HEAD_TRACKER_MODE_EKF
,
HEAD_TRACKER_MODE_CORE_MOTION
, or
HEAD_TRACKER_MODE_CORE_MOTION_EKF
.
CardboardSDK-iOS, as the original CardboardSDK, is available under the Apache license. See the LICENSE
file for more info.
See AUTHORS.md
for some of the project contributors.