gvr-unity-sdk | Google VR SDK for Unity | iOS library

 by   googlevr C# Version: v1.200.1 License: Non-SPDX

kandi X-RAY | gvr-unity-sdk Summary

kandi X-RAY | gvr-unity-sdk Summary

gvr-unity-sdk is a C# library typically used in Mobile, iOS applications. gvr-unity-sdk has no bugs, it has no vulnerabilities and it has medium support. However gvr-unity-sdk has a Non-SPDX License. You can download it from GitHub.

There's a new open source Cardboard SDK for iOS and Android NDK that offers a streamlined API, improved device compatibility, and built-in viewer profile QR code scanning. The Daydream View VR headset is no longer available for purchase. However, you can continue to use this SDK to update and distribute your apps to the Google Play Store, and make them available to users in the Daydream app.

            kandi-support Support

              gvr-unity-sdk has a medium active ecosystem.
              It has 2683 star(s) with 1127 fork(s). There are 385 watchers for this library.
              It had no major release in the last 12 months.
              There are 59 open issues and 973 have been closed. On average issues are closed in 49 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of gvr-unity-sdk is v1.200.1

            kandi-Quality Quality

              gvr-unity-sdk has 0 bugs and 0 code smells.

            kandi-Security Security

              gvr-unity-sdk has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              gvr-unity-sdk code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              gvr-unity-sdk has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              gvr-unity-sdk releases are available to install and integrate.
              Installation instructions are available. Examples and code snippets are not available.
              gvr-unity-sdk saves you 1140 person hours of effort in developing the same functionality from scratch.
              It has 2576 lines of code, 225 functions and 169 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

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            gvr-unity-sdk Key Features

            No Key Features are available at this moment for gvr-unity-sdk.

            gvr-unity-sdk Examples and Code Snippets

            No Code Snippets are available at this moment for gvr-unity-sdk.

            Community Discussions


            Unity 3D Google Cardboard Camera
            Asked 2018-May-15 at 15:27

            I'm experimenting with Google Cardboard in Unity 3D to create a basic VR game. I'm having trouble figuring out which prefab is the stereoscopic cardboard camera.

            I've found several videos that claim to show me, but when I look for the prefabs names they describe, I can't find them in my list. In the comments of one video someone suggested it was called GVREditorEmulator, which I have in my prefabs, but doesn't provide a camera when I play the scene (even on the Unity Remote 5 app).

            Can someone tell me what the Google Cardboard Camera prefab is called?

            I'm using Unity 3D version 2017.3.0f3 and Google Cardboard SDK for Unity v1.130.1 from this repository.



            Answered 2018-May-15 at 15:27

            Drag GVREditorEmulator.prefab in to your scene, and go to Build Settings then switch platform to iOS or Android, then go to Player Settings and click on the OtherSettings Screenshot then click on the Virtual Reality moved to XR settings field, then you will get this screen Screenshot2, check Virtual Reality Supported and on plus sign chose Cardboard. Now you can play scene (hold Alt and move mouse to simulate movement of the head).

            Note: Editor doesn't show the stereo view anymore but it will be there when you build your game on the target device.

            Source https://stackoverflow.com/questions/49766858


            Getting Movement with Google Cardboard in Unity
            Asked 2017-Nov-03 at 22:23

            I want to put a scene in Unity into virtual reality using Google Cardboard.

            I used to be able to just drag a CardboardMain prefab into the scene, delete the main camera, use CardboardMain as the camera position, and CardboardHead to track where the user was looking.

            After reading the release notes for the new updates, I thought I could drag a GVREditorEmulator and GVRControllerMain into the scene, and keep the normal camera.

            Unfortunately, I can't figure out how to get the camera to follow my character with this new setup. (In this case, a rolling ball.)

            If I change the position of the normal camera, it looks like it works fine in Unity, but as soon as I upload it to my phone, the user stays in the same place, while the ball rolls away. (The user can still control the ball's movements, but the camera/user doesn't follow the ball at all.)

            I had thought that the chase cam demo would be useful, but that's only for Daydream, and I'm using Cardboard.

            This trick seemed to work for some people. I tried in on a previous version of Unity and a previous version of the SDK and it did not seem to work. I may just need to try it on this new version, but I'm worried about going into the released code and editing it, so I'd prefer answers that don't require this.

            Is there any way I can get the user to move in a Google Cardboard scene in Unity when I upload it to my iPhone?

            UPDATE: It looks as though my main camera object is not moving, making me think that something is resetting it back to the center every time, lending some more credence to the "trick" earlier. I will now try "the trick" to see if it works.

            UPDATE: It doesn't look like the lines listed in the "trick" are there anymore, and the ones that are similar in the new program don't even seem to be running. Still trying to figure out what continues to reset the main camera's position.

            UPDATE: Just got a response back from Google on GitHub (or at least someone working on the SDK) that says "You just need to make the node that follows the player a parent of the camera, not the same game object as the camera." I'm not exactly sure what that means, so if someone could explain that, that would most likely solve my problem. If I figure it out on my own I'll post back here.

            UPDATE: Zarko Ristic posted an answer that explained what this was, but unfortunately the tracking is still off. I found out how to get Google Cardboard to work with the old SDK and posted an answer on that. Still looking for ways to get the new SDK to follow a character properly.



            Answered 2017-Sep-20 at 13:44

            You can't change positioin of camera in cardboard application, position of MainCamera it always must be 0,0,0. But you can just simply made empty GameObject and make it parent of MainCamera. In Cardboard games actualy you can move parent of camera instead MainCamera directly. Add script for tracking ball to MainCamera parent (GameObject).

            Source https://stackoverflow.com/questions/46229059


            How to use GVR pools and PoolManager
            Asked 2017-Oct-25 at 20:02

            I want to use several GameObject pools so I need the pool manager but I don't understand how to use it and I couldn't find any docs.

            How am I supposed to define a new pool that uses a GameObject called "enemy" for example?

            Am I supposed to inherit a new concrete class from GameObjectPool?



            Answered 2017-Oct-25 at 20:02

            Pool manager has static instance that is set on Awake. You should attach ObjectPoolManager script to some GameObject in the scene.

            Then you can make pools for different GameObjects:

            Source https://stackoverflow.com/questions/46935574


            How to detect Cardboard button down in Cardboard Unity SDK (Unity 5.6)
            Asked 2017-May-21 at 16:47

            I'm trying to detect cardboard button click with Cardboard Unity SDK.

            I'm using this



            Answered 2017-May-12 at 03:01

            Since I couldn't get the Google VR way of detecting the button press working (which is GvrViewer.Instance.Triggered) I ended up using touch events provided by Unity on touch devices.

            Right now my condition looks like following

            Source https://stackoverflow.com/questions/43905280

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install gvr-unity-sdk

            The Google VR SDK for Unity requires Unity 2017.4 or newer.
            Get started with Google VR in Unity on Android
            Get Started with Google VR in Unity on iOS


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