Gvr-unity-sdk: In-editor Head rotation using alt+mouse stopped working on 1.110.0

Created on 9 Nov 2017  路  4Comments  路  Source: googlevr/gvr-unity-sdk

Found using:

  • Google VR SDK version: ___1.110.0
  • Unity version: 2017.2.0f3
  • Phone manufacturer, model, and O/S version: Windows 10

Steps to reproduce the issue:

  1. Make an empty new scene
  2. Switch to android
  3. Set min API to 19
  4. Enable VR support (Cardboard)
  5. Add a reticle and a GVREditorEmulator
  6. Enter play mode (alt + mouse does not work)

Workarounds:
Adding the GvrControllerMain solve this issue. But hey, I am building for cardboard, why do I need the GvrControllerMain?

bug fixed in upcoming release

Most helpful comment

This will be fixed in the next release of the SDK.

All 4 comments

We are looking into this issue.

Hello there.

I have the same problem and I've found that when I "ToggleVR" using this code bellow, the head rotation works again:

void Update()
{

    if (Input.GetMouseButtonDown(0))
    {
        ToggleVR();
    }
}

void ToggleVR()
{

    if (VRSettings.loadedDeviceName == "cardboard")
    {
        StartCoroutine(LoadDevice("None"));
    }
    else
    {
        StartCoroutine(LoadDevice("cardboard"));
    }
}

IEnumerator LoadDevice(string newDevice)
{
    VRSettings.LoadDeviceByName(newDevice);
    yield return null;
    VRSettings.enabled = true;
}

Credits:
http://talesfromtherift.com/googlevr-cardboard-switch-between-normal-mode-and-vr-mode-at-run-time/

This will be fixed in the next release of the SDK.

Fixed in 1.120.0

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