I have a build that has a main menu screen with a single “Start” button. Touching that button hides the Start button and brings up two other buttons, each of which calls a simple scene change. (All buttons use OnClick and the event manager.)
There are buttons in the next scenes which allow users to return to the main menu. (It’s a very simple UI in general with not a lot going on.) All buttons work all the time ‘as-is’ when this project is built out to iOS but a very strange thing starts to happen on Android devices.
When this is built out to a Android, the main menu scene buttons work fine when the app is first launched. The buttons inside the next scenes also work fine but returning to the main menu scene causes all buttons to no longer work with OnClick events (with a one-finger touch). I just discovered quite by accident that all buttons do still work after returning to the main menu scene but only with a two finger tap now. No errors are being thrown up.
Is anyone else experiencing this anomaly? I’ve tried using the Standalone Input Module and the Touch Input module on the Event Manager… each by themselves as well as together, plus every possible combination of checking “Allow Activation on Standalone/Mobile” on and off but this does not fix the issue.
Other information: Unity 5.0.2f1. I am using the new Google Cardboard 2.0 SDK in my build. The only thing of note I can see in the terminal (besides a debug of mine) are these two lines:
I’m facing this issue as well, building app on Android platform and also using Cardboard SDK. Hoping some Unity experts can answer this question.
[Updated]
In my case, this 2-fingers-multi-touch-detected issue only happen when you switch from cardboard scene to non-cardboard scene.
My Solution is: When you want to load scene from Cardboard scene to non-Cardboard scene, before you execute LoadLevel( ), disable the VR Mode Enabled in CarboardMain game object, under Cardboard.cs script, then you execute LoadLevel( ).
ps: When you turn off VR Mode Enabled, you will experience Cardboard cameras change from VR mode to non-VR in a second, before you completely jump to the LoadLevel( ) new scene. This is ugly.
AND the solution is,
You can overcome this by disable the camera first, then only you turn off the VR Mode Enabled in CardboardMain game object, so the scenes-switching flow will be appeared smooth.
This is a bug in Cardboard SDK v0.5, which will have to be fixed. To work around it you can use the method above by felixwcf. Another method is to add a Cardboard component to the non-Cardboard levels, perhaps on a dummy gameobject or on the main camera, but set the VRModeEnabled flag to false on the Cardboard component.
Hi, I have a Unity project built with version 5.6.4f1 (from 16th of October 2017, according to Download Archive). The unity project is exported as an Android module and used in the app accordingly.
Unfortunatelly, the same thing happens here - the buttons are accessible just with tap of two fingers. One anywhere in the Unity view and one on the actual button(s).
I understand this was a bug in 2015. But it is still present in October 2017.
Is this still a bug on the 2019 builds? Anybody from Unity can help me with an updated answer?