Unity 2017 . Cardboard development without Google VR

Hi,

I gather that native cardboard support has been added into unity (after 5.6), So that I don’t have to get/use the Google VR package. Tried it out… by “buildand run” (which builds teh APK and “insalls” it n the mobile device. I am able to look around in the headset. so far so good… But I have a couple of questions during development…

  1. Usually, we could run it in the editor during development…
  2. Use Unity/Google Remote so as to run it in the mobile device from editor.

If I run in the editor, I can’t get the inputs to rotate my camera. Any hot keys to simulate it?
If I run in remote, I can’t look around…

Any pointers?

Thanks

try holding key while moving mouse.

Thanks for responding…
That is the feature i said, was missing in the native Unity VR. (But is available with Google VR SDK). Does it actually work for you?

Okay, here’s the deal…
Unity Native Cardboard support only provides rendering. All other stuff has to be either implemented manually, or taken from the Google VR.
The Alt-Mouse move only works when we add the GvrEditorEmulator to the scene.

I never tried it in native UnityVR, but I thought maybe it would and you did not know about the shortcut.

If you cant find any way to do it then you could (as you allude to above) code up a simple script that applies pitch/yaw to some object that your cam is child of. Make the script listen for key and when down rotate cam based on mouse delta.

You can just copy the functions from GvrEditorEmulator into your own script, and name is something like VRMouseLook.cs, add #if UNITY_EDITOR at the beginning of script so that it only runs in editor. I include a script like that in all my packs.

Thank You.