Hi, I ran into a problem a couple days ago and can’t seem to find a solution. I downloaded GoogleVR’s bundle and decided to test the sample scenes that comes with it, and in the editor it works just fine, the game window shows me that view that looks like the cardboard’s lenses but when I build it (I’m building for PC) it just shows a static image of the scene, like it was a normal camera and not the view of the “GvrViewerMain” (that’s the prefab that comes with GoogleVR to make your camera look like it’s stereoscopic and VR). I also made my own project using GoogleVR and ran into the same problem, everything works fine in the editor but when I build the VR/stereoscopic view is gone.
Does anyone know how to fix that and make the “VR camera” work in the build?
The google vr framework does only work on mobile and in the editor.
What you seeing in the editor is just a nice visualization of how it might look like on mobile.
i am also having this problem, in Oculus for Gear VR, not GoogleVR. i am building on a mobile device. Unity 5.5, Gear VR with S7. Android 6.0. Unity VR Examples project. i don’t get the splitscreen on the Android device either. i have the OSIG file and everything configured properly i think. but it runs on the device in single screen mode. then when i hook it up to the GearVR it just drops into Oculus Home. if i disconnect from Oculus home i can see the app running but it’s in single screen mode. any clues? is it possible to add an app to Oculus Home that isn’t on the Oculus Store? sorry to hijack the thread but its a similar problem.
Edit - just an update. bought a package disabler to stop the GearVR service from running and it’s still just showing up in single screen.
For Gear VR support you need the “Oculus Utilities for Unity 5”
You can get them here. https://developer3.oculus.com/downloads/
Try it to get it working in a simple scene.
Your development apps doe not use / can be started from the Oculus Home.
hi there! thanks for reply - i’m downloading their framework right now. i’m curious what you mean by your last statement. did you say that the development app can actually be started from Oculus Home? yes or no?
because it definitely does not show up at the moment. just to be clear, if i do not disable the GearVR service it will immediately go into Oculus Home. the only way to stop this seems to be to stop the GearVR service itself.
okay - this is helpful. i’m still configuring this framework’s player settings, but so far i’ve never gotten the prompt to insert it into the device. it just starts running (i am choosing Build and Run which might be a problem). do you have to deactivate Oculus home at all when you make a build and run it? or do you always get the prompt on the device’s screen to insert it into the Gear first?
For me, wehen i use build and run, the application loads and displays a message that i have to put it inside the headset.
On inserting it into the headset the vr screen shows up like expected.
ok well, update on situation. i used the Oculus Framework project which took forever to convert from PC to Android, and then refused to build and run. i did just a build and copied it over and then installed the APK (i had to clear the security settings first). at that point i got the alert to plug it into the GearVR, but it was a blank screen for me afterwards. disappointing.
the error when doing Build and Run was
“No activity in the manifest with action MAIN and category LAUNCHER. Try launching the application manually on the device.”. (i did add a LAUNCHER line after i got that message but it would fail to build (with no obvious errors, it would just stop)). so after that i did it manually using Build but i’m still not getting anything. i have no idea what i’m doing wrong at this point. very frustrating.
do you have a test project that uses GearVR and S7 that works for you correctly? so far i have struck out on three projects - one from Unity, and two from Oculus. anything would help!
make that four projects. i made a new blank one, and followed the direction of two videos that were pretty much identical in terms of generic Unity project configuration. i did a build and run, and it behaved exactly the the same way as the earlier examples - just started running - no split screen. i’m beginning to think it’s a Unity bug at this point. it’s totally unexplainable. here’s the youtube video - it was pretty thorough and helpful:
possible fix for you, vitortavares_. i posted on Facebook about my situation. got a reply from someone who said he had similar problems and was using Unity 5.5.0. i upgraded to 5.5.1 and it finally worked exactly as it’s supposed to! so that may work for you. good luck!
Thanks for the replies @metaphysician and @fffMalzbier , I’ll try and use the update fix first and if it still doesn’t work I guess I’ll have to change my project to be run on Android.