Weird Reticle issue - GVReticle, GoogleVR SDK

I’ve been working with the Google VR SDK for Unity but I’ve run in to some weird issues with adding a reticle, specifically using the GoogleVR prefab GvrReticle. Up until a couple weeks ago the reticle was lined up and looking fine in my projects but now I can’t seem to get the reticle to work properly, both installed on device(iPhone or Android) or in the Unity preview mode. It appears slightly misaligned so that when you wear the device in it’s headset you will get two dots instead of one reticle.

Even in a sample project that just includes the SDK and the barebones necessary for a reticle the result is the same(a double-vision reticle).

Has anyone else run into this problem or would know what might possibly be causing it?

I’m using the latest versions Unity(5.4.1f1) and googleVR(unity sdk v0.9.1) and I’ve tried doing builds on both PC and Mac with seemingly the same results. I’ve uploaded a sample project here:https://dl.dropboxusercontent.com/u/64965870/ReticleSample.zip

Hey mate - I just downloaded your sample to check it out, and never fear - all is good and as it should be :slight_smile:
Why you see the dot being (supposedly) malaligned is because it is creating depth perception. Being apart like that forces you to focus further in the distance.

What happens with the API, is when you have told a gameobject it is intractable with VR (my terminology may be slightly off, I work with the oculus api…) the VR camera and reticle scripts will shift the alignment of the reticle forcing the viewer to focus on that object (stereoscopic separation I think…).

Similar story when you hold your finger 30cm in front of your face, hold your focus and move your finger closer, you now see two right :wink:

Inside your test scene, if you tell the cube that it is intractable - you’ll find the reticle change as expected, see the headset demo scene for an example of this.

Hope that helps!