I'm having an issue with world space UI and google cardboard. The canvas is attached to the character and I can clearly see it in the camera preview and when VR mode is disabled but not when VR is enabled. I've googled around for a couple hours and messed with settings in the cardboard prefabs to no avail. I also noticed that the world space UI in the demo scene that came with cardboard also has the same problem.
Which Unity version are you using?
Have you tried setting Canvas Render Mode to World Space and setting up the Event Camera to Main Camera
If it is still not working for you, you might want to look into the issue that I bumped into.
World Space Canvas UI Element Issue
It has been a known issue from a long time from some Unity 4.* versions that was resolved in 5.* but has not appeared again in 5.3.5 and some other versions.
Downgrading to Unity to 5.3.4f1 helps (According to the blog above).
But if you are someone who'd rather use tweaks than downgrade, then you might want to use Quad in Gameobjects and add a child 3D Text.
I have been doing the same for my Cardboard games.
Related
Using Unity2D 2017.1.1f1, Tiled and Tiled2Unity, I exported a tiled map in Unity and there are no problems in the editor. I also tried it played maximised and there are no gaps present.
The problem shows up when the game is ran in iOS specifically iPhone 6s. There are noticeable gaps showing up.
Also, I also got the settings like this:
Any suggestions? Thanks..
(I'm the Tiled2Unity author)
Those gaps you are seeing are seams and they're common in Unity development when using tile or sprite sheets that "touch" each other. There are a number of ways that you can fix them described here.
However, these seams are fixed automatically with SuperTiled2Unity which is still free (or name your price) and is currently under soft release. Just be aware that all your Tiled files (TMX, TSX, textures) will need to be in Unity now (that's a good thing).
Dragging in all your files (with relative paths intact) to Unity should take care of the importing process for you.
I'm getting some weird effect on my terrain on iOS devices. In editor, it looks fine; on device it shows the light like the image below. The textures on the terrain are using the built in standard. I have verified that the metallic property is set to 0. I have Tried changing the material, the probes, all are not fixing the issue. Looking to see if anyone has experienced a similar issue or have a lead; I can work on a test. Using unity 5.3.5p5
I couldnt open this image but to my understanding you have a problem with terrain material.There is a several ways to solve this problem
1-) Be sure click the "Static" box on inspector window.
2-) Increase "Pixel light count" from Edit > Project Settings > Quality in normal time that variable is be arranged to 4 but I prefer 8 or 10 test it.
3-)Be sure about lights.Look their lighting Mode Realtime,Mixed and Baked They should be same for great scenes
After this tips if you scene is still broken delete terrain material and create a new terrain material.Good luck
If it's fine in editor then it might be an issue with your builds. Might try checking your quality settings to see if there are some lighting or shadow settings turned down. Go to Edit->Project settings->Quality and make sure the settings you have under the quality level and quality settings look appropriate for you build target (ios).
Goodday.
I am using the 0.6 Google Cardboard SDK in Unity 5.3 . When I publish apps to Android device this works perfect and looks crystal sharp when looking through the cardboard (Note4 & S6).
However when I start using the SDK for iOS (iPhone5 & 6S) the images look very blurry when looking through the cardboard (without the cardboard the display looks sharp as with the android). When I make the physical distance between the iphone and lenses the image becomes sharp again. Is there a variable of the Google Cardboard SDK that I should change for iOS?
Looking at it for quite some time now, but nothing seems to fix is and also cannot find anything on the internet about this.
Does somebody know what to do? Thanks in advance for the help!!
PS
As a test I did a clean install of the Google Cardboard Demo Scene. The same problem seems to occur in this app, so definitely is not because of my app.
Pps
In the Android API Reference the following parameter is available:
float getVerticalDistanceToLensCenter()
Is there something like that in the Unity Google Cardboard SDK?
I have been searching for ways to integrate Google Cardboard SDK in iOS. One way is using unity but i am looking for something through which i can directly integrate the cardboard sdk in ios and i want to view a panoramic image in that. Is there any way to do that?
I am looking for an iOS alternative for this project : Link Here
Okay, I've spent a few days getting CardboardSDK-iOS to do what I want (which is like the "Exhibit" demo in Google Cardboard App), and I'm pretty pleased with it. I'm guessing that it's pretty faithfull to the original, but since I'm not familiar with the original, I can't say for sure.
But I can say that it's not just a case of dropping a panoramic data set in. You need to do a bit of work to display the stereo image pair required, in OpenGL, depending on where the viewer has their head pointing. If you understand 3D transforms, how OpenGL works, and you've got your data prepared correctly, it should not be to onerus to get it working.
Of course - this is all done in xcode in ObjectiveC/C++ - and not in Java. And I'm assuming that by "panoramic image" you mean you have a hemispherical stereo data set which should give you something like what you see in Google's Cardboard "Urban Hike" demo.
Hope this helps !
I’m trying to make an iOS app for viewing 360 degrees images on Google Cardboard (or any other VR glasses) and i’m kinda stuck. What I want is the same thing as the app Round.me (https://round.me/tour/19890/view) does, using Device Motion.
I don’t have much experience with Swift, so I’m trying to figure it out what library should I use. I tried to move the UIView changing the offset, but with no success.
Anyone can give me a tip or recommendation on where should I start and what should I use?
You may want to take a look at this the Panorama library. It rotates 360 images manually, but it also has VR capabilities
I didn't test its VR capacity, but manual scroll seems to work perfectly, so it should be a good start for you. It's written in Objective-C, but installing it with CocoaPods, it should work. For me though, I had to edit the library and add #import <GLKit/GLKit.h> in PanoramaView.h file.
Also go to Link Binary with Libraries and add these libraries
https://github.com/robbykraft/Panorama.