Gvr-unity-sdk: Samsung S7 double vision when upgrading on GVR 0.85

Created on 23 Jul 2016  Â·  27Comments  Â·  Source: googlevr/gvr-unity-sdk

While updating our project from Cardboard 0.6 to GoogleVR 0.85, we ran into an issue on Samsung S7 phones that caused double vision.

Android Version: 6.0.1
Google VR: 0.85
Unity: 5.3.4f1

Repro Steps

  1. Download GVR 0.85
  2. Download Unity with Android support
  3. Build Settings > Switch platform to Android
  4. Import GoogleVRForUnity package
  5. Open DemoScene
  6. Edit > Project Settings > Player > Other Settings > Identification > Bundle Identifier = com.gamearx.spacerumble
  7. Plug in S7 phone
  8. Build Settings > Build and Run

Expected Behaviour
screenshot_20160722-165911
The two cameras should have approximately the same view.

Actual Behaviour
screenshot_20160722-170609
The two cameras seem to be zoomed in further than they should be, causing double vision when placed in a cardboard viewer.

Additional Information
We tested this on two S7 phones. Using GVR 0.85, both phones exhibited double vision. However, if we change the bundle ID to anything else (e.g. com.gamearx.spacerumbl, com.gamearx.spacerum, com.gamearx.spacerunble, com.gamearx.spacerumcle, com.gamearx.spaceblerum, com.Hey.Ho), the issue was fixed and we could see normally. Unfortunately, this is not an acceptable fix as our app has already been submitted to Google Play Store, which does not allow us to update our app if we change the bundle ID. We were also able to reproduce this double vision issue using three different computers to build the DemoScene. Updating to the latest version of Unity (Unity5.3.6f1) did not fix the issue, either.

In addition, we tried testing previous versions of GVR and cardboard and found these results:
GVR 0.8 - using our bundle ID, only one of our S7 phones had double vision. The other was fine.
Cardboard 0.72 - Both phones did not have double vision
Cardboard 0.7 - Both phones did not have double vision

Most helpful comment

Now that's a good idea, but sadly can't help. I was able to get a Samsung S7 and tested some apps with changed resolution. Still double vision. The problem is not related to screen resolution and Android version.

All 27 comments

Have you tried clearing the cache for the app? I suspect you have some bad
state cached in there which is why you don't see it with different bundle
IDs.

On Fri, Jul 22, 2016 at 5:16 PM, Maggie Chen [email protected]
wrote:

While updating our project from Cardboard 0.6 to GoogleVR 0.85, we ran
into an issue on Samsung S7 phones that caused double vision.

Android Version: 6.0.1
Google VR: 0.85
Unity: 5.3.4f1

_Repro Steps_

  1. Download GVR 0.85
  2. Download Unity with Android support
  3. Build Settings > Switch platform to Android
  4. Import GoogleVRForUnity package
  5. Open DemoScene
  6. Edit > Project Settings > Player > Other Settings > Identification >
    Bundle Identifier = com.gamearx.spacerumble
  7. Plug in S7 phone
  8. Build Settings > Build and Run

_Expected Behaviour_
[image: screenshot_20160722-165911]
https://cloud.githubusercontent.com/assets/6496059/17074205/d2608816-502d-11e6-905a-fe05bf9accda.png
The two cameras should have approximately the same view.

_Actual Behaviour_
[image: screenshot_20160722-170609]
https://cloud.githubusercontent.com/assets/6496059/17074268/b0beb218-502e-11e6-91fb-1f460c2f55da.png
The two cameras seem to be zoomed in further than they should be, causing
double vision when placed in a cardboard viewer.

_Additional Information_
We tested this on two S7 phones. Using GVR 0.85, both phones exhibited
double vision. However, if we change the bundle ID to anything else (e.g.
com.gamearx.spacerumbl, com.gamearx.spacerum, com.gamearx.spacerunble,
com.gamearx.spacerumcle, com.gamearx.spaceblerum, com.Hey.Ho), the issue
was fixed and we could see normally. Unfortunately, this is not an
acceptable fix as our app has already been submitted to Google Play Store,
which does not allow us to update our app if we change the bundle ID. We
were also able to reproduce this double vision issue using three different
computers to build the DemoScene. Updating to the latest version of Unity
(Unity5.3.6f1) did not fix the issue, either.

In addition, we tried testing previous versions of GVR and cardboard and
found these results:
GVR 0.8 - using our bundle ID, only one of our S7 phones had double
vision. The other was fine.
Cardboard 0.72 - Both phones did not have double vision
Cardboard 0.7 - Both phones did not have double vision

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Thanks for the fast response. I cleared the cache, cleared the data, uninstalled the app, reinstalled the app, and then opened the app. It still has the same issue.

One thing I forgot to mention, the issue doesn't come up on any of our other phones (including Black Note 4, Alcatel Idol, and Nexus 4).

Did you click the settings cog in the game and setup your cardboard viewer
by scanning the QR code on the viewer?

On Friday, 22 July 2016, Maggie Chen [email protected] wrote:

One thing I forgot to mention, the issue doesn't come up on any of our
other phones (including Black Note 4, Alcatel Idol, and Nexus 4).

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Ashley Bennett
www.HiAsh.com

Could you please try rebooting the phone? (This has worked for me on similar rendering or gyro issues.)

Scanning the QR code didn't fix the issue. However, I did find something interesting when I tried rebooting the phone... The first time you install the demo app on the S7, it doesn't have double vision. But if you try to install again on top of it (using Build and Run in Unity, or adb install -r demo.apk) with the same bundle ID as before (it doesn't have to be com.gamearx.spacerumble), it has double vision. To fix this, you have to uninstall the app, reboot the phone, then install the app again. Simply restarting without uninstalling doesn't work. I was able to reproduce this on both S7s.

Can you try reproducing this? We can't update our app by uninstalling and then reinstalling the app. Data like player progress is lost when they uninstall. This was also never an issue on cardboard 0.6.

We just tried repro'ing on an S7/6.0.1 device using the demo scene (floating red cube) from our SDK, but so far no luck.

Have you ever noticed any messages in logcat when you do the reinstall that causes the problem? I can think of a possible way it would happen, but that involves an exception getting thrown at certain point, and also assumes that the S7 is one of those phones where we have to work around them reporting an incorrect physical dot-per-inch value.

I tried searching through the logcat of a reinstall, but I didn't find any exceptions. We've decided just to just stick with 0.72 for now as it supports what we want to accomplish and is as up to date as we can go. I'm not sure if I should close this issue as this isn't really a solution, so I'll leave that up to you. Thanks for all your help!

Same issue, actually I pull down my game from windows to mac and then compile it. No solution at all.

I have the same issue with my current package name / bundle ID on a Galaxy S7 (Android 6.0.1) with Google VR SDK 1.0 and 1.0.1. When I change the bundle ID everything works fine.

Maybe I have some additional information that helps:

  • For me the issue came for the first time, one day after I uploaded the game into the Play Store as beta.
  • In most cases the error didn’t appear, if I disable internet connection on the phone and install the app offline over adb. But after re enabling internet on the phone I have the same issue as before.
  • Also disabling all synchronization / cloud services or resetting the phone to factory defaults doesn’t fix the problem.
  • It makes no difference if I use a signed or debug apk, the bundle ID is the only problem.

On a Galaxy S3 (CM13) and a Galaxy S5 Neo (Android 6) everything works fine.

Here is a full issue description in a German Unity forum, but I think all things were already said: http://forum.unity-community.de/topic/12133-cardboard-app-doppelbilder/

I could reproduce the issue in an empty project by using the same bundle identifier as in the published (only beta) app. But I was not able to test it on another S7 than my.

  • Open Unity 5.4.0f3 (64-bit).
  • Create new empty 3D project.
  • Import GoogleVRForUnity.unitypackage (From Google VR SDK 1.0.1)
  • Press at “Package Import Requiered” warning “Cancel and Do Not Show Again”
  • Import \Assets\GoogleVR\gvr-5.2-and-5.3-compatible.unitypackage
  • Switch platform to Android
  • Change bundle identifier to “com.strange_autumn_360_degree_vr_shooter"
  • Change default orientation to “Landscape Left”
  • Add \Assets\GoogleVR\DemoScenes\HeadsetDemo\DemoScene.unity to build.
  • Make sure that internet is enabled on the Galaxy S7.
  • Then build apk and deploy to the phone with Unity’s “Build & Run” function.
  • When done exit the app and close it over the recent-tasks/apps-button (I don’t know how to call it in English) and wait a few moments. Than reopen the app and the issue should appear.
  • Maybe you must repeat the last two points a few times.

Edit: Sorry, I’ve read over the reproduction in the first post.
But I was also able to reproduce the issue with my Unity and GVR versions by using “com.gamearx.spacerumble” as bundle id.

We have the same bug.

We haven't tried the bundle identifier trick but if you force close the app then restart the phone then start the app straight away then the app works correctly. If you then close the app and re-open then it reverts to the broken behaviour.

I explored the same issue again with the second app.

While developing GVR SDK 1.0.3 everything works fine. After publishing the app also everything works fine. But one day after publishing the game I have the issue in this app too.

Also sometimes I can see this issue in other apps I download in Google Play Store.

With GVR SDK 0.72 everything works fine.

Same problem here with S7 (and some S6s). Any final solution? I am being downvoted a lot.

I am having the exact same issue with my Galaxy S7 and Gvr Unity Plugin. I give up on Gvr and Cardboard.

@Saraceni Could you please post the Unity version you're on and which plugin version?

I have updated my unity version to 5.4.2f2-GVR13 Personal and now my app
crashes with

Fatal Exception: java.lang.RuntimeException: Unable to instantiate activity
ComponentInfo{com.app.connectvr/com.google.unity.GoogleUnityActivity}:
java.lang.ClassNotFoundException: Didn't find class
"com.google.unity.GoogleUnityActivity" on path: DexPathList[[zip file
"/data/app/com.app.connectvr-2/base.apk"],nativeLibraryDirectories=[/data/app/com.app.connectvr-2/lib/arm,
/data/app/com.app.connectvr-2/base.apk!/lib/armeabi-v7a, /vendor/lib,
/system/lib]]

I can't find a sotution for this.

OK Upgrading to Unity Daydream technical preview was the biggest mistake evar. It simple doesn't work. Now I am using Version 5.5.0f3 Personal with Google VR SDK Version 1.0. I am still having the double vision problem in my Samsung Galaxy S7 Flat.

@Saraceni The compile error with GVR13 just means that you need to update AndroidManifest.xml. After backing it up, if you don't need to request special permissions, remove it from Assets/Plugins/Android. Otherwise you'll need to merge it with AndroidManifest-Daydream into Android Manifest.xml.

I'm having exactly the same issue, thanks for suggesting rollback to 0.72 version, it worked!

Same issue here, on a Samsung S7. It's really frustrating. How can I rollback to 0.72?

Guys the solution has been found at https://github.com/googlevr/gvr-unity-sdk/issues/421 . Have a look

That's not a solution, I can't force my users to do tricks with their device to make VR app able to work.
Actually before 7.0 this problem existed, so resolution is not the main problem here. Google have to fix it, not the users with tricks. No solution yet for the problem, only downgrading to 0.72

Or you can quickly check the resolution of the Samsung S7 device at the start and if it's virtual than show a quick popup to the user describing the situation and explaining the steps they can take. Because 3rd parties are always to blame but it doesn't help.

Now that's a good idea, but sadly can't help. I was able to get a Samsung S7 and tested some apps with changed resolution. Still double vision. The problem is not related to screen resolution and Android version.

I found one more issue related to this bug.
Info: I’m using Cardboard SDK 0.72 in all my apps, because up to now it worked with a Galaxy S7.

But when I install the “Google VR Services” app I have double vision in all my VR apps (after the second or third launch of each app), despite of using Cardboard SDK 0.7.2. After uninstalling the “Google VR Services” app, everything works fine (Except that I’m forced to use a one year old SDK…).

I hope this info helps Google to fix the problem.

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