Gvr-unity-sdk: 6Dof on 2017.2

Created on 29 Jun 2018  路  6Comments  路  Source: googlevr/gvr-unity-sdk

Is it possible to add 6 dof to an app on unity 2017.2.0? We tried adding it in the manifest but that didn't work. We also tried enabling the Force 6DOF option in the developer settings but that didn't work either. We don't touch the camera transform, only its parent.

Hacky solutions would also be acceptable.

bug

All 6 comments

If neither the manifest change or Force 6DOF developer setting work, then there is something else amiss with your setup. Can you fill out the following information?

Found using:

  • Google VR SDK version:
  • Unity version:
  • Phone manufacturer, model, and O/S version:
  • Viewer manufacturer & model:

Steps to reproduce the issue:
1.

Found using:

  • Google VR SDK version: 1.110.0
  • Unity version: 2017.2.0p1
  • Phone manufacturer, model, and O/S version: Lenovo Mirage
  • Viewer manufacturer & model: Lenovo Mirage

Not sure how to actually reproduce it. I tried another unity app from the store that didnt support 6dof, for which the forcing 6dof did work. But since i dont touch the camera transform, i dont think its on our side.

If some other app does go 6DoF when you force it on, but your app doesn't then something is amiss with your project config. Can you reproduce this with a clean Unity project with nothing but the GVR SDK for Unity and the HelloVR scene? If so, can you zip up that project and send it to me?

After extensive testing, I found out that the Daydream Keyboard was breaking 6DOF. As soon as that is initialized, 6DOF doesn't work in any scenes. The issue also exists in the KeyboardDemo scene from the package.

Thanks for narrowing it down. We'll dig into it.

Reading the release notes i now see that v1.130.0 already has a fix for this

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