google-vr

VR View - Render: Unable to load Texture from image.jpg

前提是你 提交于 2020-01-13 10:44:30
问题 Ive been trying to get a VR View setup on my page following the examples and such at https://developers.google.com/vr/concepts/vrview, the image i'm using is a cardboard camera 'photo' copied from my device, but i've also used a regular jpg version just to be sure. No matter what i try when the widget loads it only ever shows the error message Render: Unable to load Texture from image.jpg I've also noticed a bunch of tutorial or example site having the same issue that i assume they didn't

aframe cardboard button (magnet) click does not trigger

梦想的初衷 提交于 2020-01-06 06:56:09
问题 In my aframe project i want to controll the movement speed with the cardboard magnetic button => start/stop with cardboard button. On my desktop and phone the click event works like i want but if i put my iphone in the cardboard the button "click" doesn't trigger. If i touch with my finger on the scene it works... Does the cursor need some settings to have access to the cardboard button? I tested the button in the google cardboard app and it worked. Here is a little example of what i have.

Accessing Main Camera Left and Right in Unity / google-vr

谁说我不能喝 提交于 2020-01-03 06:18:22
问题 This is a follow up to this question regarding how to display objects on one camera only in google-vr and unity. In the current demo project of Unity and Google-vr, I can only access Main Camera Left and Main Camera Right while running the game. During runtime, I am able to disable a layer with the culling mask of one camera. But I am not able to save those changes while running the game. If I stop, the two Main Cameras Left/Right disappear and I only see Main Camera and GvrReticle as child.

How do I get VrVideoView to start in Cardboard mode? [closed]

人走茶凉 提交于 2019-12-25 01:45:41
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 10 months ago . http://trimensions.org/node/83 I am coding by importing the code from the link above. But this code starts on a small screen. As soon as I start, I want to start with the Cardboard mode (a mode with both left-eye and right-eye monitors). However, no matter how I read the code, the code to switch to Cardboard

How to change Field of View in Google VR SDK for Unity

混江龙づ霸主 提交于 2019-12-23 05:47:14
问题 I created a AR stuff with Google VR SDK for Unity and NyARToolkit (http://nyatla.jp/nyartoolkit/wp/?page_id=198). Current AR screen of application, however, is not fullscreen. I wanted to change Field of View of "Camera Left" and "Camera Right", but these didn't effect on screen. How should I change to fullscreen? 回答1: To change the Field Of View of Google VR SDK, folow these steps : 1) First select the Main Camera in GVR Main 2) Make changes to Stereo Controller Script from Inspector (Change

Please tell us the minimum API for using VrVideoView

二次信任 提交于 2019-12-13 08:37:50
问题 I tried to run an application made with VrVideoView on two smartphones (galaxy grand max (android4.4.4) & galaxy j5 2017 (android 8.1)). My app worked fine in android 8.1, but it did not work well in android 4.4. Although the video was played in android 4.4, It did not respond to my smartphone movement and showed front view. So I want to know the minimum specifications for VrVideoView to work properly. Thanks 回答1: Minimum Android API level for running Google-VR-SDK is 19 but your problem is

Writing .txt file in android

醉酒当歌 提交于 2019-12-13 07:51:36
问题 I need help with a problem in our system. We are using unity and visual studio C# to create a mobile VR game using gaze controls only (no controller). We need to find a way to write debug logs into a text file and save to android internal storage. Thanks in advance for the help!! That is our code below using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using UnityEngine; public class VRPlace : MonoBehaviour { ... void OnTriggerEnter(Collider other)

Google Daydream Keyboard Unity UI TextInput?

坚强是说给别人听的谎言 提交于 2019-12-13 07:10:15
问题 I am attempting to create an input field in a google daydream app using the latest Google VR SDK for Unity and Unity 5.4.2. I am wondering if someone may have insight into integrating the Daydream Keyboard. I can place a canvas and input field but when I run the application on the Pixel and Daydream View, and select the inputfield the standard android keyboard renders. I am not sure if the Daydream Keyboard needs to be integrated separately in unity. The Daydream keyboard is installed and is

OpenGL error with Unity on Android

↘锁芯ラ 提交于 2019-12-13 03:39:29
问题 I am on a Unity 5.6.5f1 project targeting Android 6.0. The project is VR enabled with Daydream without the gvr sdk since I do not need any interaction. I noticed that most of the time, when I launch the application, I get the stereo view but everything is black, I do not even see the splash screen and in logcat I get the following error: 'E/Unity: OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_FRAMEBUFFER_OPERATION: Framebuffer is not complete or incompatible with command' However, 30% of the time,

Failed to create IOSurface image (texture) with GVRSDK

雨燕双飞 提交于 2019-12-12 18:24:06
问题 I create a SKScene with SKVideoNode, then apply to a sphere geometry. Here is the key code: // Create a SKScene to play video NSString* filePath = [[NSBundle mainBundle] pathForResource:@"2222" ofType:@"mp4"]; NSURL* sourceMovieURL = [NSURL fileURLWithPath:filePath]; AVPlayer* player = [AVPlayer playerWithURL:sourceMovieURL]; SKVideoNode* videoNode = [SKVideoNode videoNodeWithAVPlayer:player]; //CGSize size = CGSizeMake(512, 512); CGSize size = [UIScreen mainScreen].bounds.size; videoNode