Is there any indication that Google Cardboard will be supported?
We plan to natively support more devices (including Google Cardboard). We are still optimizing and up until recently we were adding support for GearVR. There has been a lot of feedback and we are trying to address and update the Native integration based on the feedback. Once the integration is a bit more stable, you will begin to see other Device Support become available.
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Morgan
August 7, 2015, 3:03pm
3
Google Cardboard support would be great! I was a skeptic, but I’ve gotten good results. The price is right, and some of those headsets are plastic with a strap–yet still super-cheap. And no cord around your neck, and much broader system reqs than more costly VR platforms.
mgear
July 20, 2016, 4:26am
4
Any updates on this?
Google release notes are saying,
So it must be near? But is that likely to be next year, or soon-near?
Just wondering if should upgrade from cardboard 0.7, or wait for the builtin unity…
Any news for this issue?
What is the right Google VR SDK version for Unity 5.4?
The latest v0.91 removes support for magnetic button, and gets GoogleVR even closer to a native Unity Integration:
Unity 5.36+ and 5.4 has a memory leak issue (I think there is a workaround):
opened 08:15AM - 01 Aug 16 UTC
closed 06:15PM - 02 Aug 16 UTC
We're using the 0.8 SDK with Unity 5.3.6. We noticed the memory increasing linea… rly in our project to the point where it was crashing our app on older phone hardware (iPhone 5 and Nexus 5 initially). When profiled in XCode we clearly saw, not a memory leak, but memory allocations that were never released by some Unity objects, most notably the canvas objects.
To test, we dropped a GVR camera into a completely empty Unity scene, and noted that we were still leaking around 0.01MB/s. Dropping a single canvas with a button and some text increased the leak to 0.04MB/s.
After some more investigation, we tied the allocations to these two methods in Unity:
UI::Canvas::EmitWorldGeometry(Camera*, unsigned short&, bool) /Users/builduser/buildslave/unity/build/Runtime/UI/Canvas.cpp:833
UI::Canvas::DrawIntermediateRenderer(UI::Batch&, Matrix4x4f, int, Camera*, unsigned short)/Users/builduser/buildslave/unity/build/Runtime/UI/Canvas.cpp:764
We know it's not our scene as the same scene, built for Oculus (with no GVR Camera) doesn't leak.
We spent a day trying to narrow down where the leak was coming from by trying to coax the gvr scripts to not create/invoke different calls.
What we’ve found is that with VRMode disabled there seems to be a tiny memory growth but it’s extremely small and at times didn’t realize it was happening, it’s only with long run times that you see it even a little (not enough I think that it would risk a crash before the user or OS would kill it). This lead us to think it perhaps had something to do with the dual cameras and the canvas, but we were able to build a version of a 2 camera setup with offsets and a world space canvas (without any GVR) and saw no memory growth at all, not even a tiny leak.
We then broke different pieces down, what we found is that the Stereo Controller seems to be what starts the issue. We gathered this because if we disable it from ever being created (in the GVRViewer) the leak drops to about what it was with VRMode Off. Now when you dig deep you realize the stereo controller really sort of manages everything. So that’s basically the top of the call stack.
So far we’ve tried to disable each and every function we could find that seemed to run each frame, and have still not been able to track down a specific source below the stereo controller that is causing the issue. We can only assume at this point that we’ve missed some method.
Any assistance or ways to stop what's happening would be much appreciated.
opened 01:09PM - 24 Aug 16 UTC
closed 11:23AM - 01 Sep 16 UTC
And with starting with 5.3.4p2, a bug in Unity prevents rendering World Space uGUI Canvases into a RenderTexture. Since RenderTextures are used for distortion correction, this effects all such canvases in VR:
My current choice for VR development is Unity 5.3.4f1:
With GoogleVR 0.91:
Google VR SDK for Unity
Hi, can i use google sdk in my asset which i am going to publish in asset store?
Yes, it can be used for commercial purposes.
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How can I make selection radial of the reticle which is included into your cardboard sdk (GoogleVR)? Thank you in advance!
When I made the selection radial script by using Canvas UI it was uncomfortable