Upside down VR app?

Whether I turn on auto-rotate or set the player settings to ‘landscape right’, I can’t get my game to treat the world as following this orientation (landscape right always shows everything upside down and landscape left always shows everything right side up).

The reason I need it to be landscape right and not landscape left is because this is a Google Cardboard app, and the magnet trigger is on the left side of the device.

Anyway, does anyone know how to actually change this?

I’ve tried adding a line to void Start or function Start that says: Screen.orientation = ScreenOrientation.LandscapeRight; and it doesn’t seem to make a difference.

It’s possible that there’s a Durovis Dive or Oculus Rift script I’m using that is locking this (since this is a VR game), but any help at all would be much appreciated. Thanks!

There are a couple of places this can get specified at build time:

  • Under the Edit->Project Settings->Player menu, in Resolution and Presentation.
  • In the AndroidManifest.xml file, which if you are using the Cardboard SDK, is in the Asset/Plugins/Android directory, in the tag.

thanks dolims.

hmm… well I’m using the Durovis Dive SDK, but interestingly enough, not only can I not find the file you’re mentioning-- there doesn’t seem to be any .xml files in my project folder at all!

Usually the Androidy files like the manifest get filled in by Unity for you during the build, so you wouldn’t normally have one in your project. The Cardboard SDK has one because it overrides some defaults.

I’m having the same problem-did you find a solution?

Hi skeegan,

Unfortunately no. For the VR Stuff I’m doing, I’ve just taken to using Dodocase VR since in that one it just touches that screen, so it’s okay if the phone is flipped in a nonconsistent direction.

try landscape left in player settings.
with landscape right the gyro is inverted.