GoogleVR | Google VR | Augmented Reality library

 by   JackChan1999 Java Version: Current License: Apache-2.0

kandi X-RAY | GoogleVR Summary

kandi X-RAY | GoogleVR Summary

GoogleVR is a Java library typically used in Virtual Reality, Augmented Reality applications. GoogleVR has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

Google VR
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            kandi-support Support

              GoogleVR has a low active ecosystem.
              It has 71 star(s) with 26 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              GoogleVR has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of GoogleVR is current.

            kandi-Quality Quality

              GoogleVR has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              GoogleVR is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              GoogleVR releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              GoogleVR saves you 962 person hours of effort in developing the same functionality from scratch.
              It has 2192 lines of code, 211 functions and 56 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed GoogleVR and discovered the below as its top functions. This is intended to give you an instant insight into GoogleVR implemented functionality, and help decide if they suit your requirements.
            • Attaches the layout to a RecyclerView
            • Returns the number of items created
            • Returns the type of a specific item
            • Bind viewHolder
            • Add an animation to the RecyclerView
            • Set the OnItemClickListener for the given view id
            • Set the onClick listener for the specified view
            • Set the tag of the specified view
            • Set the tag of the view
            • Invoked when the view is created
            • Initalize itemClickListener
            • Set checked status of a view
            • Set the OnLongClickListener for the view
            • Register a listener for when the view is selected
            • Set the onItem long - click listener for the view
            • Set the on item click listener
            • Override this method to apply on the child view
            • Set the adapter for a specific view
            • Load image
            • Initializes the View
            • Converts a VideoItem into a VideoItem
            • Set the current state of the adapter
            • Stops the player
            • Set the alpha value of a view
            • Sets up new data set
            • Called when the view is created
            Get all kandi verified functions for this library.

            GoogleVR Key Features

            No Key Features are available at this moment for GoogleVR.

            GoogleVR Examples and Code Snippets

            No Code Snippets are available at this moment for GoogleVR.

            Community Discussions

            QUESTION

            Cannot install HelloCardboard into unity
            Asked 2021-May-25 at 16:52

            Hi i'm looking to develop my first mobile vr game and I've been following a few tutorials to get started with this in Unity.

            https://developers.google.com/cardboard/develop/unity/quickstart

            All of these explain how you need to install a specific package via the package manager: https://github.com/googlevr/cardboard-xr-plugin.git

            When I add this via the package manager using the Git URL option I just get the error

            [Package Manager Window] Error adding package: https://github.com/googlevr/cardboard-xr-plugin.git. UnityEditor.EditorApplication:Internal_CallUpdateFunctions () (at /Users/bokken/buildslave/unity/build/Editor/Mono/EditorApplication.cs:327)

            Is there something I'm missing? is there some kind of setting or something? All the tutorials literally just add the URl and it works but mine just wont seem to.

            I'm using the latest version of unity and running it on a macbook pro if that has any relevance.

            Thanks

            ...

            ANSWER

            Answered 2021-May-25 at 16:52

            This was actually a brand new macbook so i had yet to do all the final set ups. Running git --version in my terminal to check what was installed showed it was a case of just accepting the terms and conditions of the newly installed xcode which i had yet to open....

            With those accepted Unity now allows me to install git url's via the package manager.

            Source https://stackoverflow.com/questions/67690101

            QUESTION

            Using OpenEXR with Bazel?
            Asked 2020-Oct-04 at 19:17

            I want to use OpenEXR in a Bazel project.

            My WORKSPACE.bazel look like this:

            ...

            ANSWER

            Answered 2020-Oct-04 at 19:17

            In the meantime, I was able to solve the problem. Base on the BUILD file file from seurat I took an up to date master version von OpenEXR and started to fix all issues. The final BUILD.bazel was tested successfully with Ubuntu 16.08 GCC, LLVM and Windows 10 VS2019.

            I created my own bazel branch for the OpenEXR: https://github.com/Vertexwahn/openexr/tree/bazel

            Source https://stackoverflow.com/questions/64089675

            QUESTION

            Android ABI split migrating to App Bundle
            Asked 2019-Jul-15 at 15:14

            I'm planning to migrate from ABI split to App Bundle feature. Currently I'm using this code:

            ...

            ANSWER

            Answered 2019-Feb-13 at 10:01

            Edit:

            Removing these two options in the build.gradle will remove the native libraries that were used by RenderScript: librsjni.so and libRSSupport.so. These two libraries will be removed for all ABIs.

            Since after disabling RenderScript, you still have 3 ABIs, it looks like your app depends on other libraries which make use of native code, but don't provide the libraries for the x86_64 architecture, which is why the x86_64 directory disappears. This probably means that your app never worked properly on x86_64 before since the x86_64 directory would be loaded by the platform but some native libraries would be missing.

            Eventually, you should identify which library brings these native libraries and see if they can also build the 64 bit version, but in the short term, nothing will break since the x86_64 devices also support x86 (32-bit) libraries.

            Previous post:

            If you have any *.bc files in your APK, the 64-bit libraries are removed from the APKs because those RenderScript files are 32-bit only and cannot be loaded in a 64-bit process.

            If you migrate to a more recent version of RenderScript, the *.bc files won't be generated and the 64-bit native libraries will be present again in the APKs. Or if you don't need RenderScript at all, then remove those files completely.

            Source https://stackoverflow.com/questions/54627154

            QUESTION

            Unity Google VR - getting the rotation, yaw, and pitch values from android device
            Asked 2019-Jun-19 at 03:58

            I'm working on converting a simple project of mine into a VR game. Currently, it's just a motorcycle that will zoom forward, and the player can use A or D (or left and right) to steer the cycle.

            Here's my code so far:

            ...

            ANSWER

            Answered 2017-Sep-08 at 17:32

            I've done something similar to this before, I made Pacman in Virtual Reality where tilting your head would steer the player (As in, tilting your head to the left so that your ear touches your shoulder, would steer the player, and vice versa).

            I did it using Input.acceleration

            For example, you can do something as simple as this:

            Source https://stackoverflow.com/questions/46114485

            QUESTION

            Can't build an official example from Google
            Asked 2019-May-29 at 04:20

            I clone repository: https://github.com/googlevr/gvr-android-sdk/

            I try to run in Android Studio, did not change anything, but I getting errors:

            ...

            ANSWER

            Answered 2017-May-29 at 08:20

            Replaced in each file build.gradle

            Source https://stackoverflow.com/questions/44230509

            QUESTION

            Creating singular view in Unity using GoogleVR ( GoogleCardboard ) for iOS
            Asked 2019-Apr-12 at 03:12

            I am a college student attempting to build a VR application for iOS using Unity paired with GoogleVR sdk (Google Cardboard). I can get my app to run on an iPad, but the display on the screen is through two viewports (or cameras, not sure the correct terminology) for two eyes.

            While this may be contradictory to the idea of VR, I actually only want a single central camera's perspective and for that display to fill the whole screen.

            I've been searching through the Unity project files and the google Cardboard files, but haven't found a way to do this. Is there a simple way to turn off the two eye display and instead do a single view? If so, what file would I modify?

            Thanks!

            ...

            ANSWER

            Answered 2019-Apr-12 at 03:12

            The main things that the Cardboard SDK give you on iOS is stereoscopic rendering, control of camera rotation based on the gyroscope, and the gaze pointer. If you don't want stereoscopic rendering, you can disable VR support in XR Settings and use some simple replacements for the other two items. You can add a regular camera to your scene and then use a script like this to set its rotation based on the phone's gyroscope:

            Source https://stackoverflow.com/questions/54847760

            QUESTION

            Why is "enable android banner" missing from my Unity Player settings for Android?
            Asked 2019-Mar-20 at 16:05

            I have a googlevr project in Unity that I build for android.

            I need to either enable or change the "Android Banner"

            This option, as denoted in the manual as being in the player settings https://answers.unity.com/questions/936577/player-settings-icon-enable-android-banner.html Does not exist for me.

            How can I address the android banner in this project? Why would it be missing?

            This project's player settings look like this:

            A newly created project with the GoogleVR sdk loaded's player settings look like this(this is how my project should presumably look):

            ...

            ANSWER

            Answered 2019-Mar-20 at 16:05

            Good question since this isn't documented very well! In that same android player settings window you must first check the "Android TV Compatibility" box under "Other Settings > Configuration". Once you check that box, the "Enable Android Banner" will show up for you under "Icons".

            The box is at the bottom of this screenshot:

            Source https://stackoverflow.com/questions/55264885

            QUESTION

            How to keep rotating GameObject on gazing?
            Asked 2018-Nov-16 at 17:35

            I am stuck with a little problem.

            I have made a 3D cube and set up the GoogleVR SDK so that I'm using an Event Trigger for when the midpoint of the VR-screen enters the cube. When this happens, my custom method LookAtCube() is triggered.

            I want it to make that the cube keeps rotating. I can rotate with the transform.Rotate-function, but the problem is that it only rotates for 1 game tick (I think) because the Event I'm triggering on is "Pointer Enter".

            My question:

            Is there an event that you can trigger that keeps executing the given method when being in the distances of the collider? (for example, when looking at the cube it should rotate, when not looking it should not rotate).

            I tried to fix this with a while(true)-loop, but the game simply crashes.

            For example on a PC/Standalone application, you can simply use the private method OnMouseOver(). I would like this but then with the focus (midpoint) of the VR screen.

            This is what I tried so far (2 examples):

            First example: it simply rotates a little bit and stops (so I guess it rotates for 1 game tick at the set speed).

            ...

            ANSWER

            Answered 2018-Nov-16 at 17:27

            You will run into infinite loop here:

            Source https://stackoverflow.com/questions/53342503

            QUESTION

            VrVideoView remove UI
            Asked 2018-Oct-15 at 22:33

            I'm trying to display a 3D stereo video in a googlevr app in a clean fashion, without showing the UI. I know about usability guidelines, but the device running the app will be always kept inside a viewer in a sort of demo, so no touch interaction expected.

            I'm using a VrVideoView. So I already got rid of fullscreen button, info button, stereo mode button, google cardboard tutorial screen named "transition view" and touch tracking to move the view.

            ...

            ANSWER

            Answered 2018-Sep-24 at 09:30

            Please check this post: Google VR Unity Divider, Settings and Back button hiding in v0.9.

            VrVideoView extends VrWidgetView. There you will find a clue on how to disable the settings button in the updateButtonVisibility() method: vrUiLayer.setSettingsButtonEnabled(displayMode == 3).

            Alternatively try tracing the resource ID of the buttons and do:

            Source https://stackoverflow.com/questions/52466212

            QUESTION

            Google VRView for Web - Adding Hotspots
            Asked 2018-Jul-27 at 16:07

            Project: Basic website, display panorama image with Google's VRView for Web and add hotspots.

            Issue: Panorama displays fine, haven't been able to add hotspots, documentation is poor + googling has resulted in little results for approx. 1.5 hours.

            Code:

            ...

            ANSWER

            Answered 2017-Apr-11 at 22:21

            you have to add your code into on ready

            Source https://stackoverflow.com/questions/42016909

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

            Vulnerabilities

            No vulnerabilities reported

            Install GoogleVR

            You can download it from GitHub.
            You can use GoogleVR like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the GoogleVR component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/JackChan1999/GoogleVR.git

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            gh repo clone JackChan1999/GoogleVR

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