Incorrect rendering on iOS in each eye

Hi

I am using the following setup:

iPhone 7 - iOS 10.3.2
XCode - 8.3.2
Google Cardboard SDK 1.50
Unity 5.6.1

I’m not sure if this is the same issue as described in other posts, but the rendering is off in each eye. The cursor in the left eye is not centered and the same image is not rendered in each eye.

I am using the default demo scene, GVRDemo, which only has one camera rendered to both eyes.

I also added a second camera and set them to use the left and right eyes respectively, but it still doesn’t render to each eye correctly. In fact when doing this the cursor which is supposed to me in the right eye, is rendered in the left eye.

This is the screenshot from my phone.

Any ideas?

Yep - there has been some discussion already. seems to work in 5.6.0f3

and the issue says its resolved in 2017 beta

I’m testing that right now…

Great, thanks for the update!

I̶n̶t̶e̶r̶e̶s̶t̶i̶n̶g̶ ̶c̶o̶u̶l̶d̶ ̶y̶o̶u̶ ̶l̶e̶t̶ ̶u̶s̶ ̶k̶n̶o̶w̶ ̶t̶h̶e̶ ̶r̶e̶s̶u̶l̶t̶?̶
I̶ ̶t̶a̶k̶e̶ ̶i̶t̶ ̶i̶s̶ ̶U̶n̶i̶t̶y̶ ̶2̶0̶1̶7̶.̶1̶b̶7̶ ̶r̶i̶g̶h̶t̶?̶

There were no notes on that one being fixed.
Even though it is quite a breaking bug…

There has been quite some threads about this issue. Would be good to finally see them solved.
I also saw that the gvrsdk pods were updated to version 1.60 not sure if unity has that embedded yet. I tried updating the pods but then it complained about the lock files that they didn’t exist and I had an appointment to go to so couldnt continue at that time. hoping that this is fixed in 5.6 sometime as well as 2017.1 is still in beta and we don’t want to ship products with a beta editor :stuck_out_tongue:

https://cocoapods.org/pods/GVRSDK

[Edit]
I’ve tested it but it doesn’t work. Seems like it is still distorted. Unity 2017.1b7 using GVR 1.60

Nope, not fixed in 2017.1b7. Not sure why the issue tracker says it has a status of “Fixed” They must mean the next one… or maybe the next one, or maybe the one after that… humphf.

We’re submitting today with 5.5.3 and gvr 1.1 - at least it seems to be largely functional for our needs - will just have to wait for new toys.

Not fixed in the latest version. This is stupid. You can’t honestly ship a VR product where the eyes shoot off in random directions. That’s kinda the one thing a VR app should always get right.