How do you use the new GoogleVR with Unity 2017?

There used to be a camera prefab which you drop in and it just works, there isn’t anymore and even in the demo scene included it doesn’t render two eyes, it just renders as a standard camera

Screenshot for reference

Works when built to android but to work in editor It says to add GvrViewMain but that doesn’t exist

Unfortunately that doc is out of date. GvrViewMain has been replaced with GvrEditorEmulator since Google VR Unity SDK v 1.5. Though we removed stereo rendering in Unity Editor. If you need a way to test stereo rendering in Editor, I recommend you check out the instant preview plugin.

I tried Instant Preview but it’s only for DayDream, is there no standard (cardboard) equivalent?

No, there is no cardboard equivalent now. Is there anything particular you want to see from the stereo rendering in Unity Editor?

Well I kind of want access to the camera’s that are created for debugging purposes, except of course they’re not created in the editor so I guess I’ll have to use an old version of Unity because it’s a complete dealbreaker for me

It would be great to have a preview editor view of the Cardboard output, even if it is somewhat pointless (although showing it’s setup correctly perhaps).

Surely someone can write a tutorial / document for using Cardboard that’s up to date, there’s nothing :frowning:

@bopang_google it’s useful because on cardboard we have no way to test an app without building. Something like the insta preview for daydream would be amazing

Stereo cameras are only there when you build, not in game mode

Put GVREditorEmulator in your hierarchy, put the main camera in the camera spot in the inspector.
I attached the GvrAudioListener and GvrPointerPhysicsRaycaster to my main camera and put the GvrRecticlePointer as a child of the camera.

Took me a while to figure out the new update as well

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