Unity 5.6.0f3 and Google VR 1.4 Issue

Hello.

I have a Unity VR project using Google VR that I decided to update from Unity 5.5.2f1 to 5.6.0f3. The user starts the scene with VR mode disabled and can select to enable VR mode during runtime. After updating to 5.6 however, selecting to switch over to VR mode switches to VR setup but the “eyes” do not render. When looking at the “eyes” in the hierarchy, the camera components on them are constantly enabling and disabling themselves. It doesn’t produce any errors or warning, so I’ve had a tough time tracking down the issue. Here is what it shows:

Starting the scene with VR enabled works fine, and disabling VR during runtime works fine as well. As far as the Google VR version states, it is compatible with Unity 5.6.

Thanks,
-Nello

Is this in editor or on device?

This is when testing in editor. I have not built on device with the new version yet.

Can you check if GvrViewer.cs has set vrModeEnabled?

Note that in-editor emulation behaviour is not representative of on-device behaviour. GvrViewer will be going away in our next release.

Yes, when VR is enabled during runtime, GvrViewer sets vrModeEnabled. Just double checked the hierarchy checkbox and a debug log to confirm.

Everything with the VR was working as intended in the scene, the only change was an upgrade to Unity 5.6 that caused a runtime switch to VR to stop working.

Turn off and on the pre/post renderer in the hierarchy then you get a visual.
Without gvrviewer in the next release, how’re developers able to test it in the editor?

I had the same problems and I decided to not use the new integrated sdk in 5.6 : Unity 5.6.0f3 Native GVR Android / iOS enabling and disabling VR - Unity Engine - Unity Discussions