On all apps that I can find that use Cardboard in iOS 14 (iPhone), the VR view is insanely bugged. The camera swings wildly all over the place.
Here is a video example: https://www.reddit.com/r/youtube/comments/i1nbs0/ios_14_vr_error/
The official Google Cardboard app-store application is broken as soon as you start it. It is also broken on the app I develop for which uses GVR and Unity.
Weirdly, it will temporarily function as expected if you restart your iPhone. The time it takes to break is seemingly random - sometimes it will be broken right away, and sometimes it will work for hours before breaking.
We have tested this on two iPhone 8+, and an iPhone 11.
Things I have tried:
Updating to beta iOS14.2 does not fix the issue.
Rebuilding in Xcode 12.2 Beta does not fix the issue
No errors or warning appear in my local build for our GVR project.
Turns out GVR is now obsolete for IOS14 (unless someone makes a fix for it.. doubt it). Have to upgrade to Cardboard SDK.
https://github.com/googlevr/cardboard/issues/118
I've answered this question on the Official Goggle Cardboard repository, but here's a quick recap for who got here first:
This is a iOS 14 incompatibility with the (now obsolete) Google Cardboard Plugin for Unity. I don't know for sure if there's a workaround to continue using this plugin, but I've tested the new plugin on both iPhone XR and SE and it works exactly as expected.
I've even loaded my app and the test app side by side, having the first one with a completely bugged view as described on the post and the test app, with the new plugin, working normally.
Finally, in order to continue using Cardboard VR with Unity on iOS 14, you should:
Upgrade to Unity 2019.3.15f1 or later
Integrate the new Google Cardboard XR Plugin
The new Cardboard XR plugin fixes this iOS 14 issue however, it was still somewhat buggy for me. My solution to this was to update my app with the Mobfish Google Cardboard package. I highly recommend it. It works with Metal/OpenGLES2/OpenGLES3 and default renderer/URP/HDRP. It also works with unity 2018 and up so no XR subsystem is needed. I published an update to my app using this plugin and it fixed the issue that arose from iOS 14.
Alright so look. I'm using an I7 updated to the most recent version of IOS14 AND Unity 2020.1.9f and xcode12, I've integrated the project EXACTLY how the https://github.com/googlevr/cardboard-xr-plugin shows it to be more specific here's the actual step by step page I followed and the ONLY way it has worked for me so far(does work outside of the test scene too just reverse engineer what's in the test scene or create a prefab of the player and drag and drop into your original scene then delete the old sample scene out of your build scenes)https://developers.google.com/cardboard/develop/unity/quickstart
obviously make sure you follow the steps for your phone, but make sure you follow every step exactly how it's done.
I WOULD NOT RECOMMEND DOWNGRADING PAST 2019.4.11f
Anything past 2019.4.11f has a bunch of depreciated scripts that will either cause issues in build or in xcode, also the new unity is set up to allow people to easily ask for permissions now needed with iOS' new privacy policy and security. For example if you build a successful VR project in an older version of Unity you MAY be giving up other cool features like voice command and etc...
FYI:
I was able to make it work without the need of compiling anything.
(I use a DESTEK V5 headset with an iPhone 11 running iOS 14.5 beta)
How I solved it:
I just updated to 14.5 beta, but also
I installed "Player360" from Mobfish.
After a restart, it works perfectly.
VR cardboard view 1
VR cardboard view 2
Please the experts explain what might be the trick happening here:
I don't know if it was the update to 14.5 beta and/or installing the app from Mobfish. (I thought if I installed an app with the Unity plugin update for iOS 14.X embedded, I might be forcing iOS to use the Unity VR version what was on its RAM).
CAVEATS: the issue comes back under the following conditions:
After switching from one VR app to another
After using the VR app for a long period (I use Holofit for indoor rowing)
Solution: Restart iOS
UPDATED
Our team is developing a Google VR app (aka Google Cardboard) with Unity 3D. The build crashes loading scene on iPhone 6 after updating to the latest available version of that device: iOS 12.4.3.
Notice we've tested and it's working perfectly on the previous versions. Specifically we've tested on iOS 11.4 and 13.4.4. It's also working well on the Unity editor and other iPhones released after iPhone 6 (6s, 7...)
We've called Apple, but they just suggest us to patch the bug because they don't know if they will fix it (or when).
The official Github issues tracker of GoogleVR for Unity3d has been archived, so we can't report the issue there either.
Do anybody was able to find out how to patch it?
Unity version: 2018.3.8f and GoogleVR: 1.190.1 (aka Cardboard)
I have created a small application in Unity using Vuforia SDK. It recognizes an image and projects a 3D model on the top of it.
I am able to run the app in Unity Editor but getting an issue when I try to create an iOS project and run the app on device.
I am trying to run it on iPhone X (iOS version 11.3) and this is the error that I am getting when the app starts:
VideoBackgroundConfig with screen size of zero received, skipping
config step
I searched the issue on net but the solutions that I got didn't work. I am using Vuforia version 7.0.47, Unity version 2017.3.1f1 Personal and XCode version 9.3 beta 4.
Could someone please provide some pointers?
This video shows how to solve this issue. Basically it is a XCode 9.3 bug. You need to copy an old XCode iOS 11.3 framework folder to the XCode 9.3.
https://www.youtube.com/watch?v=3roMSonIG5c
Did you initially create your project on Windows ? And then transfer to OSX ?
It is possible that some version of unity or xcode or vuforia don't run on OSX... You should re-import Vuforia after transfering to OSX.
It could also be due to the Lightning parameters, go to Windows>Lightning then Lightmaps tab. Uncheck Auto then rebuild, upload to iOS and try it again.
I have made a project in Unity, which saves user data on parse.com.
It works well in the Unity editor and has also worked well for months, building and running on iOS device.
So yesterday I updated Unity to 5.6.0f3.
Since then, it is no longer working on my mobile.
So I also made these updates, to try to solve the issue:
macOS Sierra version 10.12.4.
Xcode 8.3.1.
Parse SDK from this link:
https://docs.back4app.com/docs/parse-migration/parse-sdk/how-to-update-parse-sdk-for-unity/
iPhone to iOS version 10.3.1.
So now it still only works in Unity editor.
Meaning I can save and query the database from the Unity editor on my macbook, but when I build to my iphone, it is not working to save or query on my iphone :(
Any advice ??
Ola
Sorry if this seems like a basic question, but I cant seem to find any info about this and I am new to developing for ios :\
I tried building a unity project in the new beta xcode 6.1.2 for ios 8.2 and got over 200 errors...
Reverted to xcodde 6.1 for ios 8.1 and everything works fine.
Just wondering, in general if an app is built with a target of ios 8.1 would it have to be rebuilt later on for 8.2 once it comes out, or will it just automatically work on 8.2 devices
Yes, it will work. You do not need to rebuild you app in order to support newer OS versions.