I’ve downloaded the Unity 5.6 and GVR 1.3 but I can’t figure out what’s the right way to go in VR mode.
I understand that 5.6 has the native VR support, so do I still need the GvrViewerMain in my scene?
If not, how do I test my game in VR mode from the editor? Because if is remove the GvrViewerMain from the scene and hit Play it’t not in VR mode.
I want some scenes to be nonVR and some scenes in VR, before you could control that by placing the GvrViewerMain prefab to the scene, how to do that now?
For native cardboard builds, you can disable and re-enable VR mode with
UnityEngine.VR.VRSettings.enabled
As far as i know, GvrViewer only simulates this in the editor. For builds, you don’t need to add it.
Switching vr mode on and off in the editor can be done with the boolean VRModeEnabled on your GvrViewer instance.
OK so here is where I’m at at the moment. I have Unity 5.6 and GVR for unity 1.3. I have worked out how to switch from non VR to VR modes, by doing LoadDeviceByName("cardboard") however while this works on my old SONY Xperia Z3 it doesn’t work on my ASUS Zengfone 2 even though VRSettings.supportedDevices returns “cardboard”. Looking through the log from adb logcat I see this error: DllNotFoundException: gvr. Seems like a Unity issue.