Gvr-unity-sdk: Unity iOS: blackout on both left and right side in google cardboard view.

Created on 18 Apr 2018  路  13Comments  路  Source: googlevr/gvr-unity-sdk

Summary:
I am following guide for Unity-iOS from here. I am having issues with "HelloVR" demo scene that comes with sdk unity package.

I have two issues here.

  1. After installing game on IPhone 5S, without cardboard, both left and right views are not symmetric. Right view/lens shows more towards left side and Left view/lens shows more towards right side. [Attached image gvr_1.jpg]
    gvr_1
  1. When using Cardboard views, i see left and right side as completely black and only middle rectangular part for game [Attached vr_camera_error2.jpg]
    vr_camera_error2

Found using:

  • Google VR SDK version: v1.130.1
  • Unity version: 2017.3.1f1
  • Phone manufacturer, model, and O/S version: IPhone 5S, Model:MF352HN/A, OS version:11.2.2 (15C202)
  • Viewer manufacturer & model: Google v2.0

Steps to reproduce the issue:

  1. On Unity 2017.3.1f1, follow guided for "HelloVR" demo Scene VR.

    1. Switch platform to iOS, set VR settings on "Player Settings" and create iOS build.

Edit#1: Found _Issue#2_ is specific to iOS. Output from cardboard viewer with Android device is working fine. With android device i can see the whole scene and not blackout on both left-right sides.

Most helpful comment

I am happy to hear you are unblocked now.

All 13 comments

i have the same problem as your first issue in android

Hi, thanks for reporting! We're looking into this.

I don't have the blackout issue in Android, but on iOS it seems like the eyes are swapped? (using 1.130.1)

For 1) that is the natural result of the headset's field of view being clipped to a small screen. That is not a bug. You will see this on screens smaller than a Pixel XL or an iPhone Plus.

For 2) I'm unsure how you got that to happen. What is "cardboard views"?

Regarding iOS eye swaps, that seems like a different issue entirely and probably warrants another bug. I haven't been able to reproduce it. Are you still encountering that issue? What steps can I take to try to reproduce it, and what kind of Unity / XCode environment are you running?

@ddrocco I apologize my report is a false positive.

Awesome, glad to hear things are working :)

Hello all, I'm facing the same problem, but a bit more strange... I have the same env of @MicroEyes just my unity is different, it is the 2018.2. My final result is an "exploded eye" and something like a "padding" on top. My icons are "outside of the eye area". My eyes are not seeing the same thing too, that part is not the main problem because I caused it trying to fix it wrong eye dimension.

I'm downloading the Unity 2017 to try to get at least the same eye result on the @MicroEyes print.

unity-googlevr-bug

Using the same code with Unity 2018.2 it works correctly for Android Moto Z Play. It is a bug for iOS iPhone 5s. I'll test it on an iPhone X.

2018-06-04 20 44 34
2018-06-04 20 44 41

@TonGarcia in Player Settings > Settings for iOS > Resolution and Presentation, are you setting Allowed Orientations for Auto Rotation to "Landscape Left" ONLY (disable portrait orientations)?

@rusmaxham It did the trick! Thx!

I am happy to hear you are unblocked now.

Hi guys, sadly it @rusmaxham solution is not working on a new project using Unity's LightWeight RenderPipeline. There is any additional settings? Android*, not tested for iPhone

photo_2019-08-21_18-47-37
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GVRSettings

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