google-vr

Google VR video doesn't load

旧时模样 提交于 2019-12-05 14:12:52
I'm using Google VR View for the web to load in a 360 video. But when I load the video, it says Error, Render: video load error: [object event] This is what the console shows: When I load the example video from Google's url, it works like a charm: https://storage.googleapis.com/vrview/examples/video/congo_2048.mp4 This is the code I'm using (with the same video, but stored on my site): <div id="vrview"></div> <script src="//storage.googleapis.com/vrview/2.0/build/vrview.min.js"></script> <script> window.addEventListener('load', onVrViewLoad) function onVrViewLoad() { var vrView = new VRView

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

旧街凉风 提交于 2019-12-05 11:07:45
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 have when they first posted the pages. Does anyone have a clue why its doing this and how to fix it? The

Unity iOS build error: duplicate symbols when using Firebase Unity SDK + Google VR SDK for Unity

会有一股神秘感。 提交于 2019-12-04 15:59:57
问题 I'm working on an Unity project where I'm using the Google VR SDK for Unity and the FirebaseMessaging.unitypackage from the Firebase SDK for Unity . This combination of Google SDK's throws a duplicate symbols error when I try to build for iOS. Minimal, Complete, and Verifiable example to reproduce the error: Requirements: iOS device (version 7.0 or later) Computer with macOS Latest Unity version (5.5.2f1) Latest Xcode version (8.2.1) Steps: Download the Google VR SDK for Unity (v1.20).

Unity iOS build error: duplicate symbols when using Firebase Unity SDK + Google VR SDK for Unity

纵然是瞬间 提交于 2019-12-03 10:09:13
I'm working on an Unity project where I'm using the Google VR SDK for Unity and the FirebaseMessaging.unitypackage from the Firebase SDK for Unity . This combination of Google SDK's throws a duplicate symbols error when I try to build for iOS. Minimal, Complete, and Verifiable example to reproduce the error: Requirements: iOS device (version 7.0 or later) Computer with macOS Latest Unity version (5.5.2f1) Latest Xcode version (8.2.1) Steps: Download the Google VR SDK for Unity (v1.20). Download the Firebase SDK for Unity (v3.0.0). Unzip the Firebase SDK for Unity. Open Unity and create a new

Failures in “Pre-Launch report” in Google Play Developer Console in Google VR startup

邮差的信 提交于 2019-12-03 07:46:35
问题 I've been working on a game using Google VR in Unity3d and I recently updated my version of unity3d and the (built in) Google VR SDK to the latest version. After doing so the pre-launch report (automated testing on firebase) is showing crashes, during the unity splash screen, on 5 out of 6 devices. This is the issue that is reported: Issue: Crash of app uk.co.softkitty.puzzleroom running instrumentation ComponentInfo{com.google.android.apps.mtaas.crawler/android.support.test.runner

Google VR Unity Divider, Settings and Back button hiding in v0.9

你。 提交于 2019-12-01 21:58:58
问题 Does anyone know how to disable the Divider, settings and back button in the latest google vr sdk for unity? I've tried setting NativeUILayerSupported to false and putting a return in the legacy DrawUILayer but it still shows. It appears that the older ways of doing it are now fully deprecated. 回答1: For iOS try to change following: In Unity, Plugins/iOS/CardboardAppController.mm -> @implementation CardboardAppController - (UnityView *)createUnityView { UnityRegisterViewControllerListener(self

Unity ui mask not working on google pixel device

有些话、适合烂在心里 提交于 2019-12-01 06:23:39
I am making a scrolling ui panel and apply mask to ScrollRect component, which should hides parts outside panel area. I am using unity version 5.4.2f2-GVR. Mask work correctly on pc when i deploy it on google pixel device its not working. Is this bug of unity version or something else.... I got around this issue by using RectMask2D Component instead of the regular Mask . If somebody else got this problem and Bahman_Aries solution is not enough, try this: File > Build Settings > Player Settings>XR Settings (or Other settings if you are working in older versions of unity) > Daydream (click on

Unity ui mask not working on google pixel device

余生长醉 提交于 2019-12-01 03:00:15
问题 I am making a scrolling ui panel and apply mask to ScrollRect component, which should hides parts outside panel area. I am using unity version 5.4.2f2-GVR. Mask work correctly on pc when i deploy it on google pixel device its not working. Is this bug of unity version or something else.... 回答1: I got around this issue by using RectMask2D Component instead of the regular Mask . 回答2: If somebody else got this problem and Bahman_Aries solution is not enough, try this: File > Build Settings >

Use Daydream Controller on HoloLens or outside Daydream?

亡梦爱人 提交于 2019-11-27 14:09:43
问题 The daydream controller is awesome and we want to be able to use it in my AR app. It pairs via bluetooth to the HoloLens just fine, but not sure if I can view it in Unity. Both HoloLens and daydream require their own Unity technical previews. The gvr Controller code is online but seems to speak directly to GVR C api. Any thoughts on if accessing daydream controller in Unity outside the daydream tech preview is even possible? 回答1: It is very possible to access the daydream controller without