Gvr-unity-sdk: Central line cut and left and right cameras too separated when compiled to Android but perfect in the Unity Game view

Created on 21 Oct 2016  Â·  11Comments  Â·  Source: googlevr/gvr-unity-sdk

We have attached an screenshot.

When we realized about this issue we thought it was our problem. So we asked here: http://stackoverflow.com/questions/40120859/googlevr-1-0-1-stereo-cameras-are-ok-in-the-unity-game-view-but-too-separated-w

However it has happened again in another project, and this time we can reproduce the steps:

  • We have imported and opened the demo scene of this asset: https://www.assetstore.unity3d.com/en/#!/content/18746
  • We have imported GoogleVR1.0.1, and added the GvrViewerMain prefab.
  • We have moved the game object of the scene to set it very close to the camera.
  • We have compiled to Android changing resolution to landscape left and adding an icon and cursor.

An important point is that this issue does not exist when we compile the demo scene provided with GoogleVR! Does it do something "special" besides having the GvrViewerMain prefab?

Maybe the issue happens when automatically updating an old project. Or maybe it happened after updating the Smartphone to Android 6.0 Marshmallow (CyanogenMod 13.0), on Samsung S4.

screenshot 21 oct 2016 1-28-33

All 11 comments

Can you confirm that this actually only repros when you build a scene that
isn't our test scene and that the test scene actually works fine?

On Thu, Oct 20, 2016 at 5:25 PM, chelder86 [email protected] wrote:

We have attached an screenshot.

When we realized about this issue we thought it was our problem. So we
asked here: http://stackoverflow.com/questions/40120859/googlevr-1-
0-1-stereo-cameras-are-ok-in-the-unity-game-view-but-too-separated-w

However it has happened again in another project, and this time we can
reproduce the steps:

An important point is that _this issue does not exist when we compile the
demo scene provided with GoogleVR!_ Does it do something "special"
besides having the GvrViewerMain prefab?

Maybe the issue happens when automatically updating an old project. Or
maybe it happened after updating the Smartphone to Android 6.0 Marshmallow
(CyanogenMod 13.0), on Samsung S4.

[image: screenshot 21 oct 2016 1-28-33]
https://cloud.githubusercontent.com/assets/3020189/19582278/6f612354-9733-11e6-9d12-199cc10a5a6a.jpg

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We are having the same issue on android. Wasn't a problem with GoogleVR0.9

A picture is worth a thousand words. So I have attached one more screenshot:

  • Android 6 (CM13 on Samsung s4): demo scene of GoogleVR, you can see the vertical line in the screenshot. I have just realized that the settings button is in the center in the demo scene but in the upper right corner in our game. Maybe it is related.

android6-cw13-googlevr_demoscene

I'm having the same problem using Unity 5.4.2f2-GVR10 and the latest GVR Unity sdk on a Google Pixel, just building the Controller demo scene:

screenshot_20161028-161143

We intentionally changed the location of the gear and the placement of the alignment line to accommodate the new Daydream View as well as to minimize glare on some cardboard viewers. These changes are active on Android and will propagate to iOS and the Unity editor soon.

OK. So, is it related somehow with the issue of cameras so separated?

Changing scale to 0.007 (a very similar scale to the demo scene objects: 0.003) seems to fix the problem.

Changing scale of what? Nothing mentioned here or any other related pages. Please let me know

Of the game objects of the scene like the cube or the canvas in the provided scene. You will see one is at a distance of 1 and the other at a distance of 2, so these game objects must be scaled to that value. Otherwise would be too big as they are quite close.

Android app:
/sdcard/Cardboard/current_device_params

all gvr(cardboard) app will use this file --- "current_device_params".

maybe you should go the url to setup your device profile https://vr.google.com/cardboard/viewerprofilegenerator/

in addiation, you can also do this:

http://stackoverflow.com/questions/40340898/how-to-change-field-of-view-in-google-vr-sdk-for-unity/40358587#40358587

Thanks @raphtimecn! Updated the stackoverflow answer to add your words :)

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