Currently, I am trying to make the Virtual Tour app to play with cardboard, then get the demo completed and it's working like a charm in Editor Play mode and on my Lenovo Phab 2 phone. Unfortunately, when I install it on Samsung Note 9, the app displays upside down. I have tried change the orientation in player setting and edit the android manifest but still no luck are there any one know the solution? or is it the bug in GoogleVRSDK or Unity ,caused at first there is the lack in app build that Unity build the app as normal app not Cardboard one even GoogleVR Demo scene, but after restart Unity it works fine.
This is apparently an issue with Unity 2019.1.x and both Android and iOS.
Either, switch rendering from Vulkan to OpenGLES3 (Android, not sure about iOS)
Or, downgrade to 2018.3.14f (is said to work for both iOS and Android)
Track updates here:
https://github.com/googlevr/gvr-unity-sdk/issues/1030
https://github.com/googlevr/gvr-unity-sdk/issues/1031
Related
I just launched my game on Google Play, it works fine on Android devices, but if I try to boot it though Bluestacks emulator the Unity splash (sometimes) shows and after that only a dark grey screen and nothing happens
This is how it looks after the Unity Splash intro
I have tried to install the game though Google Play and by installing the Apk file itself, both ways dont work.
I'm using v2021.1.18f1 to build the game
The game itself is here https://play.google.com/store/apps/details?id=com.BrokenGlass.TapNinja
Thank you.
UPDATE
I fixed it by changing a lot of settings in the Player Settings, not sure which is the one that actually made it work. Raguels answers was partially correct, but changing only the Graphics API did not work.
This is how my Player Settings look
It is happening because you didn't include some of the supported graphics API in your android build. Bluestacks might not work if you omit OpenGLES2. Make sure you have OpenGLES 2 in your supported graphic APIs. You can find it in Project Settings/Player/Other Settings
To make it available, you will have to change the Color space from Linear to Gamma.
For me worked changing "Optimized Frame Pacing" to disabled, in Proyect Settings/Player/Resolution and Presentation
When running the sample project 'HelloCardboard' from Google VR cardboard-xr-plugin on my Samsung Galaxy S9 (API Level 29) the view stutters when I look around (move the camera) in VR. This wasn't a problem when I used the old Google SDK on Unity 2019.4 in my own project.
I'm using Unity 2020.1
To make sure that it was not a performance issue, I have tested the following:
removing all assets from the demo scene, except for the camera and a simple plane
creating a new project with the cardboard xr plugin installed, without importing the 'HelloCardboard' demo scene
Since this didn't make a difference regarding the stuttering, I tried running the app after I:
installed a different SDK (which shouldn't be a problem but still)
changed the Graphics API from OpenGLES2 to OpenGLES3
None of this worked.
Does anyone know what (might) cause the stuttering? Or know where I can find the solution? Please help.
Did you try to deploy app to another smartphone?
Did you try new plugin-in Unity 2019.4?
Did you try to use 'Mono' Scripting Backend?
I'm developing a Unity VR app, which has been working an hour ago. 3D Video and the camera moved when I moved my head.
Recently though, the VR app is always pointing down. I.e. staring at the floor. Moving the phone (or my head) has no reaction. The game or app still runs, but I no longer can move the view.
I thought this was a bug, but it turns out all the VR apps on my phone are now staring at the ground. Is there a setting on my Galaxy S7 phone that might cause this? There were no updates or app setting changes between when I ran it and it was working to when it wasn't. At least nothing I noticed.
Android Version 7.0.
Device: SAMSUNG-SM-G930A
As a side note, it is possible that all the apps I'm running were made in Unity and this may be a Unity Bug, but I have my doubts.
Unity Settings:
- Version: 5.6.2f1
- Google VR SDK Version: 1.60.0
- API: Android 7.0 (24)
Turns out it was an OS/Driver bug of some type. Restarting worked. I should have listened to my IT Duck's first bit of advice. "Have you tried restarting?"
I created a new Unity Project which just has a simple Main camera and a Directional Light. I added the scene and chose Android as my build environment. When I "Build and Run" my Unity app always crashes and does not start the game. I tried building the same apk on other (non-tango) android device and it seems to load fine. I haven't even added my Tango prefabs yet (although i did try adding them but no luck).
Am I missing something ? Has anyone else experienced this problem ?
P.S.: My other tango unity samples seem to run fine.
Try following the steps in https://developers.google.com/project-tango/apis/unity/unity-prefab-motion-tracking. They also have some suggested Player Settings for Default Orientation (Landscape Left) and Min API (17).
Try disabling "Dynamic Batching" in android player settings and disable "Draw Default UX Exceptions" in Tango Ux Script, which did the trick for me
I am doing a game in unity game engine .
I started developing the game in 4.6 but later on unity 5 get released so i upgraded my project to unity 5 version now my game running on android devices but i have one problem with shadows of game-objects which are showed in unity editor but not on the device.I am not able sort out this problem. I am also using NGUI for game user interface.
just changed the quality settings to fastest
you can find that option in edit->project settings->quality->then in right side you will see levels for different platforms set it to fastest
this worked for me
Check your quality settings (Edit/Project Settings/Quality) and make sure the default quality level for Android has shadows enabled.
I had this problem too, and then discovered that it was a limitation of the device I was using. On a slightly older Asus Nexus 7 tablet, shadows wouldn't appear, no matter what I did in the Quality Settings. I switched to a Lenovo Yoga 2 tablet and everything worked fine.