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jballoffet avatar jballoffet commented on June 14, 2024 3

A fix for this has been submitted and it will be included in the next release (to be released very soon, currently working through the QA process). Thank you for your patience.

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hawkwood avatar hawkwood commented on June 14, 2024 1

Here too. Unity 2019.3.13, Android 8.1. For me, I am delaying enabling VR by unchecking "Initialize XR on startup" then calling
yield return XRGeneralSettings.Instance.Manager.InitializeLoader(); XRGeneralSettings.Instance.Manager.StartSubsystems();
To enter VR. The first time I do, the back and gear buttons are actually showing the content of one of the eyes (and are non-functional), when I leave that scene (and VR) then return, the buttons are not visible at all.

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hawkwood avatar hawkwood commented on June 14, 2024 1

Not to denigrate the work these devs are doing, but I've moved to https://github.com/mobfishgmbh/Cardboard-VR-Unity-SDK for projects.

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CedoSnr avatar CedoSnr commented on June 14, 2024

Here too. Unity 2019.3.13, Android 8.1. For me, I am delaying enabling VR by unchecking "Initialize XR on startup" then calling
yield return XRGeneralSettings.Instance.Manager.InitializeLoader(); XRGeneralSettings.Instance.Manager.StartSubsystems();
To enter VR. The first time I do, the back and gear buttons are actually showing the content of one of the eyes (and are non-functional), when I leave that scene (and VR) then return, the buttons are not visible at all.

Use the script provided in the hellocardboard project included with the plugin. I think it's called something like 'initialise VR'

from cardboard.

friggasaint avatar friggasaint commented on June 14, 2024

Here too. Unity 2019.3.13, Android 8.1. For me, I am delaying enabling VR by unchecking "Initialize XR on startup" then calling
yield return XRGeneralSettings.Instance.Manager.InitializeLoader(); XRGeneralSettings.Instance.Manager.StartSubsystems();
To enter VR. The first time I do, the back and gear buttons are actually showing the content of one of the eyes (and are non-functional), when I leave that scene (and VR) then return, the buttons are not visible at all.

Use the script provided in the hellocardboard project included with the plugin. I think it's called something like 'initialise VR'

This somehow helped me. Name of the script in the package is "CardboardStartUp".
Buttons still black out on scene change though but are responsive.

from cardboard.

CedoSnr avatar CedoSnr commented on June 14, 2024

Here too. Unity 2019.3.13, Android 8.1. For me, I am delaying enabling VR by unchecking "Initialize XR on startup" then calling
yield return XRGeneralSettings.Instance.Manager.InitializeLoader(); XRGeneralSettings.Instance.Manager.StartSubsystems();
To enter VR. The first time I do, the back and gear buttons are actually showing the content of one of the eyes (and are non-functional), when I leave that scene (and VR) then return, the buttons are not visible at all.

Use the script provided in the hellocardboard project included with the plugin. I think it's called something like 'initialise VR'

This somehow helped me. Name of the script in the package is "CardboardStartUp".
Buttons still black out on scene change though but are responsive.

Yes, that's the one.

Are the buttons still blacked out if you run this again when you change scenes?

from cardboard.

hawkwood avatar hawkwood commented on June 14, 2024

The buttons are visually unchanged (first run showing live eye content, second run just black) but they do respond (quit or scan) to tapping in the appropriate areas.

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npig avatar npig commented on June 14, 2024

Having the same problem, using Google.XR.Cardboard for the cardboard buttons - worked the first time - on restarting the subsystem buttons are unresponsive.

outfrom from adb;

06-11 11:17:31.805 11338 11354 I Unity : [XR] [CardboardXrInputProvider]: Lifecycle started 06-11 11:17:31.908 11338 11393 I Unity : [XR] [CardboardXrDisplayProvider]: Initializes Cardboard API. 06-11 11:17:31.930 11338 11393 E Unity : OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_ENUM: enum argument out of range 06-11 11:17:31.930 11338 11393 E Unity : (Filename: ./Runtime/GfxDevice/opengles/GfxDeviceGLES.cpp Line: 353) 0

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JaceyBWaggoner avatar JaceyBWaggoner commented on June 14, 2024

Following the steps outlined throughout this chain, I was able to get the buttons to be responsive, but they are blacked out. I'm experimenting to see if I can bring them back.

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jballoffet avatar jballoffet commented on June 14, 2024

I’m not able to reproduce this issue as HelloCardboard sample project currently doesn’t have multiple scenes. Could you please provide a link to a Unity project where this issue is shown in order for me to test it? Please also provide the required steps to expose the issue.

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JaceyBWaggoner avatar JaceyBWaggoner commented on June 14, 2024

Hey @jballoffet here is a link to a repo I just made with a very basic test project. The same behavior is being demonstrated here as is on my main project. It's a very basic project with the plugin imported and the HelloCardboard scene modified to let you switch back and forth between 2 scenes.
https://github.com/JacobBWaggoner/GoogleCardboardUnityDebugging
I have been testing on a Pixel 2, project is built with Unity 2019.3.12f1

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JaceyBWaggoner avatar JaceyBWaggoner commented on June 14, 2024

The issue can be reproduced by switching scenes while in Cardboard, there is text in the scene that should walk you through it.

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JaceyBWaggoner avatar JaceyBWaggoner commented on June 14, 2024

@jballoffet Is there any news on a fix for this one? The release of our apps has been delayed for 2 months due to the issues on iOS, and we have the app ready to go aside from this issue. I know you get a lot of requests on here, but we'd definitely like to know a timeline if there is one!

from cardboard.

jballoffet avatar jballoffet commented on June 14, 2024

@JacobBWaggoner, we are sorry for the slow response with this ticket. This task has been prioritised and we are currently working on it. I want to thank you for the sample project and let you know that it has been helpful, we can reproduce the bug with it. Hopefully we will get it solved for next release.

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joaoborks avatar joaoborks commented on June 14, 2024

@jballoffet do you have an ETA for the next release and maybe a public roadmap? I just discovered this same issue today

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chaosemer avatar chaosemer commented on June 14, 2024

This was fixed in v1.3.0.

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