Building a VR app in unity for iOS. Added the GvrEditorEmulator into my project and as you can see the images that are sent to each eye are far more different than they should be. For example, the mountain in the left eye doesn't appear anywhere in the right eye. As a result the 3D effect is not working when I put the phone into Google Cardboadr. Anyone know how to fix this or why this might be happening?
This guide shows you how to use the Google Cardboard XR Plugin for Unity for Unity to create your own Virtual Reality (VR) experiences. Note: Make sure to review the Cardboard branding guidelines before distributing your app to a wider audience. You can use the Cardboard SDK to turn a smartphone into a VR platform.
In the main menu, go to Edit > Project Settings > Player. Click the Android logo to apply settings for building to Android (Box 1 in figure below). Open Other Settings, and under the Rendering section, tick the Virtual Reality Supported checkbox.
Turns out this is a known bug with Google Cardboard: https://forum.unity3d.com/threads/ios-cardboard-support-broken.461239/
Have you tried changing camera target with ?
this.GetComponent<Camera>().stereoTargetEye = StereoTargetEyeMask.Both;
is terrain with trees stored as one object, or couple smaller ones?
Maybe it's too huge to be processed with VR enabled on mobile - seems like GUI elements are rendered correctly.
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