I recently moved over to the latest version of Unity 5.6.0f3 Personal & I am using GVR SDK for Unity v1.30.
I am building the app with Xcode 8.3.1
VR mode works when running in the editor in Unity on my Mac but when I deploy it to my iPhone 6 the app does not switch into VR mode or show the UI prompting me to use a cardboard with my phone. This did work before!
Here is the console debug (edited):
PlayerConnection initialized from /var/containers/Bundle/Application/869167A8-750D-4289-8696-890097ED1C8F/P5.app/Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55000
Multi-casting “[IP] 192.168.1.67 [Port] 55000 [Flags] 2 [Guid] 3807396288 [EditorId] 500297824 [Version] 1048832 [Id] iPhonePlayer(Manjits-iPhone):56000 [Debug] 0” to [225.0.0.222:54997]…
Started listening to [0.0.0.0:55000]
Player data archive not found at /var/containers/Bundle/Application/869167A8-750D-4289-8696-890097ED1C8F/P5.app/Data/data.unity3d, using local filesystem2017-04-10 22:21:23.649458-0700 P5[1371:349362] Metal GPU Frame Capture Enabled
2017-04-10 22:21:23.650690-0700 P5[1371:349362] Metal API Validation Disabled
2017-04-10 22:21:23.726936-0700 P5[1371:349362] libMobileGestalt MobileGestaltSupport.m:153: pid 1371 (P5) does not have sandbox access for frZQaeyWLUvLjeuEK43hmg and IS NOT appropriately entitled
2017-04-10 22:21:23.727091-0700 P5[1371:349362] libMobileGestalt MobileGestalt.c:550: no access to InverseDeviceID (see rdar://problem/11744455)
[ERROR]native : unity.cc:182 Resume: Start() has not been called!
[ERROR]native : unity.cc:182 Resume: Start() has not been called!
→ applicationDidBecomeActive()
Renderer: Apple A9 GPU
Vendor: Apple Inc.
Version: OpenGL ES 2.0 Metal - 39.9
GLES: 2
GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_r
ead_format GL_IMG_texture_compression_pvrtc
OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level <OpenGL ES 2.0> ; Context handle 1946315552
Initialize engine version: 5.6.0f3 (497a0f351392)
-------- Shader compilation failed
#version 100
#extension GL_EXT_frag_depth : enable
precision highp float;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 unity_CameraToWorld;
uniform highp mat4 _NonJitteredVP;
uniform highp mat4 _PreviousVP;
uniform highp sampler2D _CameraDepthTexture;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main ()
{
highp vec4 tmpvar_1;
tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0);
mediump vec2 tmpvar_2;
highp vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
(_ZBufferParams.x * tmpvar_1.x)
- _ZBufferParams.y))));
highp vec4 tmpvar_4;
tmpvar_4 = (unity_CameraToWorld * tmpvar_3);
highp vec4 tmpvar_5;
tmpvar_5 = (_PreviousVP * tmpvar_4);
highp vec4 tmpvar_6;
tmpvar_6 = (_NonJitteredVP * tmpvar_4);
highp vec2 tmpvar_7;
tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0);
highp vec2 tmpvar_8;
tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0);
tmpvar_2 = (tmpvar_8 - tmpvar_7);
mediump vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 1.0);
tmpvar_9.xy = tmpvar_2;
gl_FragDepthEXT = tmpvar_1.x;
gl_FragData[0] = tmpvar_9;
}
-------- failed compiling:
fragment evaluation shader
WARNING: 0:4: extension ‘GL_EXT_frag_depth’ is not supported
ERROR: 0:38: Use of undeclared identifier ‘gl_FragDepthEXT’
Note: Creation of internal variant of shader ‘Hidden/Internal-MotionVectors’ failed.
WARNING: Shader Unsupported: ‘Hidden/Internal-MotionVectors’ - Pass ‘’ has no vertex shader
WARNING: Shader Unsupported: ‘Hidden/Internal-MotionVectors’ - Setting to default shader.
WARNING: Shader Unsupported: ‘Hidden/VR/BlitCopyFromTexArray’ - Pass ‘’ has no vertex shader
WARNING: Shader Unsupported: ‘Hidden/VR/BlitCopyFromTexArray’ - Setting to default shader.
[ERROR]native : unity.cc:182 Resume: Start() has not been called!
[ERROR]native : unity.cc:182 Resume: Start() has not been called!
UnloadTime: 4.116250 ms
GVR Unity SDK Version: 1.30
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ])
UnityEngine.Debug:LogException(Exception)
UnityEngine.Logger:Log(LogType, Object)
System.Collections.ObjectModel.Collection`1:Remove(T)
UnityEngine.Debug:Log(Object)
GvrUnitySdkVersion:LogGvrUnitySdkVersion()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
2017-04-10 22:21:26.977473-0700 P5[1371:349362] INFO [vr/gvr/capi/src/gvr.cc:109] Initialized GVR version 1.30.0
→ applicationWillResignActive()
