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View Code? Open in Web Editor NEWOpen source Cardboard SDK and samples
License: Other
Open source Cardboard SDK and samples
License: Other
I am using the CardboardSDK 0.5.1 for a long time now and I have several private apps using it.
There are any plans to release it's code?
Can this SDK provides functionality to load 360 degree panoramic images in a view inside an APP. Does it has any Header exposed ? Is this SDK alternate for GVRSDK?
Currently, the XR Plugin requires that you use only the GLES2 graphics API. Is it planned to update this to GLES3?
We previously mixed Cardboard with ARCore but this is no longer possible as ARCore requires only GLES3.
OpenGL is deprecated on iOS, please provide support for Metal based rendering in this SDK.
Any plans on supporting chromatic aberration distortion correction with cardboard ?
Or at least open sourcing the daydream parameters ?
Since you already made cardboard open source, It might be possible to (re-release) the cardboard design lab source code.
We're running into an issue with the new system in which the built in Cardboard UI turns black after switching scenes, and the buttons become unresponsive. All steps from the starter guide were followed. All other elements of the system seem to be working aside from this.
Crashes when i set the Graphics API to OpenGLES3 on android. I'm using Unity 2019.3.14f1.
in the quick setup guide it says you need to set the Graphics API to OpenGLES2 does this mean OpenGLES3 is not supported? If so is support for it planned in the future, my app supports both arcore and cardboard. I am updating the app to work with the newest versions of both but ARCore requires OpenGLES3.
Do you plan to make the SDK support both monoscopic and stereoscopic video playback?
Buttons: Gear & Close are not working.
No Permission Request Window. App Restart doesn't help.
Unity 2019.13.4
All Points here are executed: https://developers.google.com/cardboard/develop/unity/quickstart
Here is iOS log.
2020-05-26 15:54:54.107680+0300 testk[1983:423140] Built from '2019.3/release' branch, Version '2019.3.14f1 (2b330bf6d2d8)', Build type 'Release', Scripting Backend 'il2cpp'
-> applicationDidFinishLaunching()
-> applicationDidBecomeActive()
[Subsystems] Discovering subsystems at path /private/var/containers/Bundle/Application/123/testk.app/Data/UnitySubsystems
[Subsystems] No descriptors matched for examples in UnitySubsystems/CardboardXrProvider/UnitySubsystemsManifest.json.
[Subsystems] 1 'inputs' descriptors matched in UnitySubsystems/CardboardXrProvider/UnitySubsystemsManifest.json
[Subsystems] 1 'displays' descriptors matched in UnitySubsystems/CardboardXrProvider/UnitySubsystemsManifest.json
[Subsystems] No descriptors matched for meshings in UnitySubsystems/CardboardXrProvider/UnitySubsystemsManifest.json.
GfxDevice: creating device client; threaded=1
Renderer: Apple A12 GPU
Vendor: Apple Inc.
Version: OpenGL ES 2.0 Metal - 66.6
GLES: 2
GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_
read_format GL_IMG_texture_compression_pvrtc
OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level <OpenGL ES 2.0> ; Context handle -2119318528
OPENGL LOG: OpenGLES2 is deprecated on this platform
Initialize engine version: 2019.3.14f1 (2b330bf6d2d8)
XRGeneral Settings awakening...
UnityEngine.XR.Management.XRGeneralSettings:Awake()
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
[Subsystems] Loading plugin CardboardXrProvider for subsystem Display...
[Subsystems] Cardboard successfully registered Provider for Display
[XR] [CardboardXrMain]: Display subsystem successfully loaded.
[Subsystems] Cardboard successfully registered Provider for Input
[Subsystems] Cardboard successfully registered Provider for Display
[XR] [CardboardXrMain]: Input subsystem successfully loaded.
[Subsystems] Loading plugin CardboardXrProvider for subsystem Input...
[XR] [CardboardXrInputProvider]: Lifecycle initialized
[XR] [CardboardXrInputProvider]: Lifecycle started
[XR] [CardboardXrDisplayProvider]: Initializes Cardboard API.
RequestCreateTexture
RequestCreateTexture
SetupRenderTextureFromXRRequest (id: 1 col: 0x14 d: 0x3)
SetupRenderTextureFromXRRequest (id: 2 col: 0x15 d: 0x4)
RenderTexture->Create
RenderTexture->Create
IVRDeviceCallback_CreateEyeTextureResources 0x14
IVRDeviceCallback_CreateEyeTextureResources 0x15
2020-05-26 15:54:55.433516+0300 testk[1983:423140] Unbalanced calls to begin/end appearance transitions for <UIViewController: 0x10cf0d190>.
I'm currently starting a project where I'm building a sort of AR/VR viewer where the primary display is the camera output. While I'm unfamiliar with the Cardboard development environment, I can see that see-through mode was an (experimental) feature of the previous iteration of Cardboard VR SDK. I'd find it useful if that feature was brought into the new api, however in the meantime I'll be looking for alternative workarounds.
see above
Supporting 19 or higher would enable access to 96% of all Android phones.
Supporting 16 or higher would enable access to 99% of all Android phones.
Shouldn't there be different repositories for iOS and Android? If someone wants to implement it only in iOS, why should they clone both? It would be great if there were different repos for both.
Followed the Unity tutorial. Build results in a black screen. App crashes when I touch the screen.
2020-05-21 10:41:22.545 767-767/? E/LoadedApk: Unable to instantiate appComponentFactory
java.lang.ClassNotFoundException: Didn't find class "androidx.core.app.CoreComponentFactory" on path: DexPathList[[zip file "/data/app/com.instagram.android-7aox3UmhV35HFFlmKp2eow==/base.apk", zip file "/data/app/com.instagram.android-7aox3UmhV35HFFlmKp2eow==/split_arservicesforpersonsegmentation.apk", zip file "/data/app/com.instagram.android-7aox3UmhV35HFFlmKp2eow==/split_caffe2.apk"],nativeLibraryDirectories=[/data/app/com.instagram.android-7aox3UmhV35HFFlmKp2eow==/lib/arm64, /data/app/com.instagram.android-7aox3UmhV35HFFlmKp2eow==/base.apk!/lib/arm64-v8a, /data/app/com.instagram.android-7aox3UmhV35HFFlmKp2eow==/split_arservicesforpersonsegmentation.apk!/lib/arm64-v8a, /data/app/com.instagram.android-7aox3UmhV35HFFlmKp2eow==/split_caffe2.apk!/lib/arm64-v8a, /system/lib64]]
at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:196)
at java.lang.ClassLoader.loadClass(ClassLoader.java:379)
at java.lang.ClassLoader.loadClass(ClassLoader.java:312)
at android.app.LoadedApk.createAppFactory(LoadedApk.java:273)
at android.app.LoadedApk.createOrUpdateClassLoaderLocked(LoadedApk.java:896)
at android.app.LoadedApk.getClassLoader(LoadedApk.java:991)
at android.app.LoadedApk.getResources(LoadedApk.java:1248)
at android.app.ContextImpl.createAppContext(ContextImpl.java:2616)
at android.app.ContextImpl.createAppContext(ContextImpl.java:2608)
at android.app.ActivityThread.handleBindApplication(ActivityThread.java:6737)
at android.app.ActivityThread.access$1300(ActivityThread.java:268)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1982)
at android.os.Handler.dispatchMessage(Handler.java:107)
at android.os.Looper.loop(Looper.java:237)
at android.app.ActivityThread.main(ActivityThread.java:7814)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:493)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1075)
Suppressed: java.io.IOException: No original dex files found for dex location /data/app/com.instagram.android-7aox3UmhV35HFFlmKp2eow==/split_arservicesforpersonsegmentation.apk
at dalvik.system.DexFile.openDexFileNative(Native Method)
at dalvik.system.DexFile.openDexFile(DexFile.java:365)
at dalvik.system.DexFile.(DexFile.java:107)
at dalvik.system.DexFile.(DexFile.java:80)
at dalvik.system.DexPathList.loadDexFile(DexPathList.java:465)
at dalvik.system.DexPathList.makeDexElements(DexPathList.java:424)
at dalvik.system.DexPathList.(DexPathList.java:164)
at dalvik.system.BaseDexClassLoader.(BaseDexClassLoader.java:126)
at dalvik.system.BaseDexClassLoader.(BaseDexClassLoader.java:101)
at dalvik.system.PathClassLoader.(PathClassLoader.java:74)
at com.android.internal.os.ClassLoaderFactory.createClassLoader(ClassLoaderFactory.java:87)
at com.android.internal.os.ClassLoaderFactory.createClassLoader(ClassLoaderFactory.java:116)
at android.app.ApplicationLoaders.getClassLoader(ApplicationLoaders.java:114)
at android.app.ApplicationLoaders.getClassLoaderWithSharedLibraries(ApplicationLoaders.java:60)
at android.app.LoadedApk.createOrUpdateClassLoaderLocked(LoadedApk.java:892)
... 13 more
Suppressed: java.io.IOException: No original dex files found for dex location /data/app/com.instagram.android-7aox3UmhV35HFFlmKp2eow==/split_caffe2.apk
at dalvik.system.DexFile.openDexFileNative(Native Method)
at dalvik.system.DexFile.openDexFile(DexFile.java:365)
at dalvik.system.DexFile.(DexFile.java:107)
at dalvik.system.DexFile.(DexFile.java:80)
at dalvik.system.DexPathList.loadDexFile(DexPathList.java:465)
at dalvik.system.DexPathList.makeDexElements(DexPathList.java:424)
at dalvik.system.DexPathList.(DexPathList.java:164)
at dalvik.system.BaseDexClassLoader.(BaseDexClassLoader.java:126)
at dalvik.system.BaseDexClassLoader.(BaseDexClassLoader.java:101)
at dalvik.system.PathClassLoader.(PathClassLoader.java:74)
iPhone X running iOS 13.4, build with Xcode 11.4. I followed the Quick Start instructions, and the project compiles and runs without error (lots of OpenGL related warnings), but the screen is black except for the white dividing line, back arrow, and gear.
On launch, Xcode console says:
2020-04-09 13:17:48.464530-0700 HelloCardboard[2402:649311] Metal GPU Frame Capture Enabled
2020-04-09 13:17:48.466022-0700 HelloCardboard[2402:649311] Metal API Validation Enabled
If I tap the gear, then "Switch Cardboard", camera prompt shows, then QR scanner with camera passthrough showing. I scan the QR code, and immediately get prompted to scan again (which it does almost automatically as it is still aligned), then back to the mostly black screen.
If I swipe up to show the app switcher, then select the app again, the VR room is showing and responding.
If I rescan the QR code, the VR room will be frozen till I switch away and back to the app.
One issue seems to be in the initial settings of _isPaused. If I change line 75of HelloCardboardViewController.mm to
_isPaused = YES;
then, on first launch the QR scan prompt is triggered, and on future launches, the VR room is active immediately.
The other issue seems to be that _updateParams isn't getting set to NO after the QR scan process; maybe the QR scan overlay isn't being presented properly and thus not triggering the GLKViewController automatic pause/resume functionality?
Hello,
It would be great if you are going to add a VrLayout class like in GvrLayout.
In my example implementation it handles the UI overlay, and uses GvrApi for head tracking:
MyVrLayout
It is also a prime example for using the 'lifecycle pattern' - There are countless issues on the old gvr lib that resulted from users not properly calling resume / pause / destroy on GvrLayout / GvrView
Hello everyone :)
I am patiently waiting for the Unity SDK and while waiting I came up with a few questions.
This project is said to be open source however the contribution guidelines state that PRs are not accepted. So how exactly is the community supposed to contribute to the project when google itself cannot guarantee continuous development?
What is the current state of the project? I have read in some other issues that metal (iOS) for example does not work and will "hopefully" be fixed later this year. So what is the sdk currently capable of and what is still missing in comparison to the currently used version by unity? When is the unity sdk supposed to be released and will it also be open source? With Unity dropping cardboard support in Unity 2019 and Unity 2018 support coming to a close in a year the information out there about the cardboard open source project are not enough for any company to make any well-informed decisions regarding mobile VR. Also with apple having deprecated OpenGL for a long time and possibly removing it with their new phone generation in fall it is hard to justify waiting for the release of the SDK when it does not even support such major platforms correctly.
Our company currently relies heavily on cardboard, therefore getting as much information as possible on this topic is essential to us.
Thanks for clarifying in advance :)
Hi
I want to playback video and image with Android MediaPlayer like below
` String Url="https://videocdn.bodybuilding.com/video/mp4/62000/62792m.mp4";
MediaPlayer mp=new MediaPlayer();
mp.setDataSource(Url);
mp.prepare();`
but i don't know how to use MediaPlayer in this project and where can i use it ,Could you help me?
Hello,
I have tested the distortion values reported by gvr (google vr, deprecated) with this test application code
They seem to fit the cardboard undistortion model exactly except for one headset - the daydream view 2017.
On further investigation I noticed that the reported k1,k2 values for the distortion are different than what other headset(s) use or just completely wrong.
v1: 0.385F,0.593F
and
v2: 0.4331F,-0.0856F
Note that the second polynomial factor of the 2017 headset is negative, and just in general this undistortion makes no sense.
Any ideas ?
I am simply following the Quickstart for Android NDK to compile the app.
Haven't changed a thing in the project itself.
I have the latest ndk, sdk, gradle, android studio, etc.
I am trying to run the app and am running into this issue
The ERROR during assemble in grade:
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':hellocardboard-android:externalNativeBuildDebug'.
> Build command failed.
Error while executing process C:\Users\Shanu\AppData\Local\Android\Sdk\cmake\3.6.4111459\bin\cmake.exe with arguments {--build E:\Projects\Android\testing\cardboard\hellocardboard-android\.externalNativeBuild\cmake\debug\arm64-v8a --target cardboard_jni}
ninja: error: '../../../../libraries/jni/arm64-v8a/libcardboard_api.so', needed by '../../../../build/intermediates/cmake/debug/obj/arm64-v8a/libcardboard_jni.so', missing and no known rule to make it
The ERROR during running the app:
Build command failed.
Error while executing process C:\Users\Shanu\AppData\Local\Android\Sdk\cmake\3.6.4111459\bin\cmake.exe with arguments {--build E:\Projects\Android\testing\cardboard\hellocardboard-android\.externalNativeBuild\cmake\debug\arm64-v8a --target cardboard_jni}
ninja: error: '../../../../libraries/jni/arm64-v8a/libcardboard_api.so', needed by '../../../../build/intermediates/cmake/debug/obj/arm64-v8a/libcardboard_jni.so', missing and no known rule to make it
What is the issue and how can I fix it?
Would you like to wrap any pointers with the class template “std::unique_ptr”?
I am wondering:
Assuming you are only placing a 2D canvas (for example a UI element) in VR 3D space. Is it possible to
use projective texturing to map that canvas onto the distortion mesh from the view of 'HeadSpaceFromStartSpace' translation matrix ?
Then you could create a simple Shader that takes a 2D surface and a translation matrix for the position of the 2D surface in 3D space that does all the distortion correction in one render pass.
I assume in the gvr_lib you are doing something similar but obviously it is not open source.
Hi,
would it be possible to add support for x86 emulator in Android Studio? If I am not mistaken, it should be sufficient to add libprotobuf-lite.a for x86 in order to be able to compile sdk.
Emulating arm is unusable slow, not to mention newest available image is for api 25.
Is it still possible to implement 'magic window' (https://developers.google.com/vr/develop/unity/guides/magic-window) with this new plugin? Obviously, the guide at the previous link is now obsolete. Are there some scripting changes that can be made to get this working?
Hello,
I am using Unity 2019.3.13. I have imported the package from https://github.com/googlevr/cardboard-xr-plugin
But if I try to run the sample I'm getting DllNotFoundException: cardboard_api and I cannot figure out how to fix this.
What am I missing?
Thanks in advance.
Google discontinued the Daydream View, since October 15, 2019. Here I request to open source the Daydream Remote Controller that would benefit the future development of creative VR content for the Cardboard. Even if open source isn't possible, please at least make the controller functional in Cardboard, for example, allowing the controller to register a click action. One of the difficulties to use Daydream View headset as a Cardboard headset is that it lacks a click button.
My NDK version in Android Studio (21.0.6113669) appears to be too recent for the default build configuration for this Cardboard SDK when I try the SDK assemble Gradle task, this causes an error message in Android Studio:
A problem occurred configuring project ':hellocardboard-android'.
> No version of NDK matched the requested version 20.0.5594570. Versions available locally: 21.0.6113669, 21.0.6113669
I'm not yet very familiar with Android Studio, so it's not immediately obvious to me how I would obtain the older version of the NDK or reconfigure the SDK build to use this newer version.
Dear rsanchezsaez, can this be updated to the latest version?
Hello,
For me building a direct download of the source code did not work immediately with android studio.
(Message: libcardboard_api.so is missing)
This is probably due to the fact that the project is still configured to use the 'extractNDK' gradle task, but since all sources are now available (and we might want to modify them) I don't think thats necessary anymore.
Here are my fixes, requires only changes to CMakeLists.txt files:
In sdk/CMakeLists.txt, add
set_target_properties(cardboard_api
PROPERTIES
LIBRARY_OUTPUT_DIRECTORY "../../../../my_cardboard_api_output_lib/${ANDROID_ABI}")
To the bottom, this will create a new folder with the .so files.
We also have to link the sources and the cardboard_api.so file(s) in the hellocardboard-android project, therefore change its CMakeLists.txt following (whole file):
cmake_minimum_required(VERSION 3.4.1)
# Standard Android dependencies
find_library(android-lib android)
find_library(EGL-lib EGL)
find_library(GLESv2-lib GLESv2)
find_library(log-lib log)
#set(libs_dir ${CMAKE_CURRENT_SOURCE_DIR}/libraries)
set(libs_dir ${CMAKE_CURRENT_SOURCE_DIR}/../sdk/)
# === Cardboard Sample ===
# Sources
file(GLOB native_srcs "src/main/jni/*.cc")
# Output binary
add_library(cardboard_jni SHARED ${native_srcs})
# Includes
#target_include_directories(cardboard_jni PRIVATE ${libs_dir})
target_include_directories(cardboard_jni PRIVATE ${libs_dir}/include/)
# Build
target_link_libraries(cardboard_jni
${android-lib}
${EGL-lib}
${GLESv2-lib}
${log-lib}
#${libs_dir}/jni/${ANDROID_ABI}/libcardboard_api.so)
${libs_dir}/my_cardboard_api_output_lib/${ANDROID_ABI}/libcardboard_api.so)
Unity XR plugin libraries libCardboardXrProvider.so for Android and CardboardXrProvider.a for iOS are still unable to be open sourced. We hope to do it in a future update.
I guess I'm missing something. I have a Unity 2017 project with GVRCardboard SDK 1.130.1 which I would like to "upgrade" to Unity 2019 and the cardboard XR plugin.
I deleted the GoogleVR plugin in the project and enabled the XR plugin.
Now I get build errors on lines referencing GVRCardboard ie
GvrUnitySdkVersion.GVR_SDK_VERSION
GvrCardboardHelpers.Recenter()
I was under the impression that the cardboard XR plugin would be the latest release of the GVRUnity SDK, is that wrong?
Because the API at https://developers.google.com/cardboard/reference/unity does not mention anything of the old GVRCardboard Unity API and I can't find any reference within Unity, too.
Is the cardboard XR plugin a completely different thing?
What is the recommended strategy to convert an old project?
Thanks, lexar
Please add the .gitignore file in this project.
Thanks!
Also you can move the sdk
project to a submodule to make it easier for using anywhere else as a dependency.
Is it possible to have back GvrReticlePointer prefab? It was useful to give the user a proper feeback wether they were looking on special object or not.
The ability to render layers directly ( omitting a immediate render texture ) is essential for
VR on Android devices with limited bandwith and power.
For example, oculus built a compositor for most common shaped layers and supports usage on the oculus go.
Also, as far as I can tell the gvr library also had support for 2D rectangular layers, but is missing more complex shapes like 360° video.
I would like to propose adding a compositor to the cardboard lib that handles as many layer shapes as possible.
While VDDC is not the most performant solution to render 2D UI layers usw, it would be really easy to adopt (since already
open source for cardboard ) and automatically supports more complex shapes like 360° video.
In a next step you could write special shaders for common surfaec shapes like 2D quad or equirectangular.
For 2D quads it should be fairly easy ( see ) but I haven't had time to figure out the math yet.
What do you think ? I'd love to contribute. An example renderer for 360° video can be found here:
code
I'm not familiar with Android Studio. I got the Unity SDK to produce a demo of the cardboard app but saw the guidance on your docs saying AS is the more up-to-date place for this stuff.
It took me a minute to figure out the steps in the quickstart:
2. In Android Studio, select Open an existing Android Studio Project, then select the directory where the Cardboard SDK and the HelloCardboard demo app were cloned into.
3. To assemble the Cardboard SDK, double-click the assemble option in the Gradle tab.
So, I realized that the project file explorer was not in fact the Gradle tab and I had to google it what that was. Helpfully, you can access it on windows with "CTRL+SHIFT+A".
Thus, could you add just that note just after the statement in Step 3?
Something like,
Is there a way to use Google VR without having to use IL2CPP as scripting backend?
It was bad enough for our project to be forced to upgrade to the latest Unity, but switching to IL2CPP offers no advantage in my games' performance.
All it does is increase the compile time signifficantly from under a minute to over 15 minutes.
Problem
I started a new Unity project and followed the quickstart instructions.
But when selecting the Plug-in provider for XR the Cardboard XR Plugin does not show up in the list.
Available options
I have the following options available.
What I tried
I have installed the XR Plug-in Management and the Google Cardboard XR Plugin for unity.
I succesfully completed all previous steps from the quickstart guide.
I am using Unity 2019.3.14f1
I have redone the entire setup process multiple times.
I tried reimporting the Cardboard XR plugin and XR Plugin Management.
So I am trying the guide found here: https://developers.google.com/cardboard/develop/unity/quickstart
I tried:
2019.3.12
2019.3.13
but it seems that step 4 for android doesn't work:
I had 2 errors on my console:
Cannot perform upm operation: Unable to add package [ssh://[email protected]/googlevr/cardboard-xr-plugin.git]:
Error when executing git command. Host key verification failed.
fatal: Could not read from remote repository.
Please make sure you have the correct access rights
and the repository exists.
[NotFound]
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
and
Error adding package: .
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
UPM.log
[2020-05-19T12:27:26.457Z][INFO] Starting Server
[2020-05-19T12:27:26.470Z][INFO] Server started on port [51093]
[2020-05-19T12:27:26.564Z][INFO] Health Request received
[2020-05-19T12:27:27.239Z][INFO] Resolving dependencies by depth
[2020-05-19T12:31:18.407Z][INFO] Resolving dependencies by depth
[2020-05-19T12:31:21.041Z][ERROR] Failed to write metadata cache file [C:\Users\user\AppData\Local\Unity\cache\npm\packages.unity.com\packages.unity.com\com.unity.ide.rider\.cache.json]: Access to the file [C:\Users\user\AppData\Local\Unity\cache\npm\packages.unity.com\packages.unity.com\com.unity.ide.rider\.cache.json] is denied
[2020-05-19T12:31:21.043Z][ERROR] Failed to write metadata cache file [C:\Users\user\AppData\Local\Unity\cache\npm\packages.unity.com\packages.unity.com\com.unity.textmeshpro\.cache.json]: Access to the file [C:\Users\user\AppData\Local\Unity\cache\npm\packages.unity.com\packages.unity.com\com.unity.textmeshpro\.cache.json] is denied
[2020-05-19T12:31:37.191Z][ERROR] Error when executing git command:
- stdout:
- stderr: Host key verification failed.
fatal: Could not read from remote repository.
Please make sure you have the correct access rights
and the repository exists.
[2020-05-19T12:37:40.249Z][INFO] Resolving dependencies by depth
[2020-05-19T12:37:41.752Z][INFO] Resolving dependencies by depth
[2020-05-19T12:37:51.021Z][INFO] Resolving dependencies by depth
[2020-05-19T12:37:53.364Z][INFO] Resolving dependencies by depth
[2020-05-19T12:38:14.035Z][INFO] Resolving dependencies by depth
[2020-05-19T12:39:26.990Z][ERROR] Error when executing git command:
- stdout:
- stderr: Host key verification failed.
fatal: Could not read from remote repository.
Please make sure you have the correct access rights
and the repository exists.
I tried "hard-copying" the files but even then, when I ticked the Carboard on the XR settings it failed an auto-import package.
Is it possible to reliably turn VR on and off?
I succeed in dynamically starting VR mode by calling :
XRGeneralSettings.Instance.Manager.InitializeLoader() (async)
XRGeneralSettings.Instance.Manager.StartSubsystems()
But as I try to switch off VR:
XRGeneralSettings.Instance.Manager.StopSubsystems()
The left eye camera is just pulled onto the whole screen, which gives a distorted view.
Also calling
XRGeneralSettings.Instance.Manager.DeinitializeLoader()
crashes the application as I try to dynamically try to turn VR mode on again, which is no problem without deinitialize.
Unity 2019.3.13f1
XR Plugin Management 3.2.9
Cardboard XR Plugin for unity 1.1.0
Note: this option is available in Unity Plus and Unity Pro.
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JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.