Google Cardboard for Unity renders only one light source - android

I downloaded Google Cardboard SDK for Unity. In the demo scene, I put 2 light sources (spot with default settings). As you can see in this image, the two light sources are rendered in unity editor and game mode, but only one light source is rendered on my Android 5.1.1 phone.
Is the "one light source max" a Cardboard limitation I am not aware of? Or am I doing something wrong?
Thank you for your help

It's not a Cardboard limitation. Doublecheck that you have enabled more than one pixel light source in the project's Quality settings for Android.

Related

My Unity game for Android does not work in Bluestacks

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

Problems with Unity shades on android device

I am trying to build a simple 3d scene which renders fine on my Window's machine but when I build and run it on my Android tablet all shades are gone.
The scene is pretty simple as it consists of 4 cubes, one ball, 5th cube as the background, a camera and a direction light source.
Are there any tricks to see the same shades from my PC game window on my android device ?
The computation of shadows depend on the quality settings. (menu: Edit > Project Settings > Quality)
These settings can be different for all the supported platforms. Check that shadows are enabled on android.

How do I switch between normal mode and VR mode during runtime?

Android 4.4 Unity 5.6 Google VR SDK 1.7. I have followed this https://www.youtube.com/watch?v=pA3NB9OZppo to switch between vr and normal modes during runtime but normal screen become stretched out and doesn't look like what it originally is. How do I properly do this in Unity3d?
I apologize for the unclear format or whatever, but for anyone stuck in this problem I found my own answer here at the sdk forum.
https://github.com/googlevr/gvr-unity-sdk/wiki/Switching-between-VR-and-non-VR-at-runtime

Baked lightmap in unity 5.2 not affect on android device

I have problem with baked lightmap. It works on window + web player. But it doesn't work on Android device. How do I resolve this?
Picture of editor and Lighting Window
Picture of build settings and result on Android device
It is broken on android devices. The issue is being tracked as far as I know. In the meantime, these are all the stuffs I tried:
1) Force "Open GL ES 3.0" and use standard shader in the materials.
2) In the quality settings, set the pixel light count to 10.
Hope this helps you out.
Regards.

Unity3D + Google Cardboard SDK = No UI masking

UI mask do not work with Google's Cardboard SDK? It works properly with the Oculus Mobile VR plugin but with the Cardboard SDK the masks seem to be gone.
http://postimg.org/image/b2by7exu9/
This screenshot demonstrates it, outside of the white box we should not see any text.
http://postimg.org/image/ts8wgfu7l/
In editor and with VR Mode disabled it looks fine.
Did anybody encounter this issue and know how fix?
In which direction should I investigate further?
I already tried the builds on Note 4 and Galaxy S3 with two different projects just to be sure. Logs didn't show striking lines. I googled and did not found anything related to this issue. Answers and forums the same.
Any suggestions highly appreciated!
While not an answer to your question - I figure after this long any information could be helpful:
I've noticed that the Cardboard SDK in general doesn't play nice with the Unity UI at times. I found that when enabling or disabling VR mode on Cardboard, my UI would cease to respond to touch inputs on other (2D) scenes. I solved this by turning VR mode before changing scenes. So perhaps you need to dig around inside Google's code to see where it's messing with your UI...
have you re-tested with Unity 5.3? there were a bunch of improvements in this area including a re-write of the masking system.
Alternatively, check out the UI Soft Alpha mask component as part of the UI extensions project (https://bitbucket.org/ddreaper/unity-ui-extensions) which is a shader based mask system with Alpha support
Hope this helps
I discovered this still happening in Unity 5.6.0f1 with Google Cardboard. I was able to fix it by going into the Cardboard SDK settings (PlayerSettings (Android) -> Other Settings -> Virtual Reality SDKs -> Cardboard) and switching the depth format to "24-bit depth | 8-bit stencil" (since the UI mask uses the stencil buffer). This solved the masking problem for me.

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