Comments (7)
To get a 6DOF pose, I suggest using ARCore or ARKit to get a device pose instead of calling the functions in the Cardboard SDK. There are two key things to be aware of:
- ARCore's and ARKit's zero rotation has the device in portrait mode, but Cardboard's zero rotation is in landscape mode.
- ARCore and ARKit tell you the position of the camera, but Cardboard uses the center between two eyes.
from cardboard.
To get a 6DOF pose, I suggest using ARCore or ARKit to get a device pose instead of calling the functions in the Cardboard SDK. There are two key things to be aware of:
- ARCore's and ARKit's zero rotation has the device in portrait mode, but Cardboard's zero rotation is in landscape mode.
- ARCore and ARKit tell you the position of the camera, but Cardboard uses the center between two eyes.
Sure, we are aware of this possibility, but it would be much better if, as Google Cardboard SDK for Unity is being developed, please release it with 6dof using ARCore/ARKit already embedded on the new Cardboard SDK... it will be awesome if we can get it simple
from cardboard.
Thanks for requesting the feature, but we will not be able to prioritize this feature at this time. Do give ARCore a try.
from cardboard.
We combined Cardboard with ARKit on iOS within unity, in a demo project. It's supposed to work with Android, too, but we didn't want to spend the testing effort to support multiple Android devices.
Here's some more info and a link about a public example from someone else:
https://www.next-reality.de/room-scale-vr-with-cardboard-arkit-mushrooms-xr/
Can native support in the Cardboard SDK only be implemented by Google, or can we also support this out of the open source community?
from cardboard.
@tmueller78, please consult the README.md and LICENSE files in the repository for the version you're using, where you'll find a link to the applicable terms of service and/or open source licenses that apply to the files included in that release.
from cardboard.
Hello @maartenslaa I just came across your PR #210 during research and we really could make use of this feature. The PR and your project repo seems kinda abandoned though. Are you planning to merge latest SDK changes or even take the time to get it into the official Cardboard SDK?
from cardboard.
Hi @johnfriedrich sorry about the late reply, my focus is elsewhere at the moment. There will be a moment this year where I will merge to the latest SDK however I cannot tell you when that will be precisely..
Edit: I think (nearly) all the changes I made are in this commit: 6a4f033
from cardboard.
Related Issues (20)
- Recenter fails, and different lighting on terrain, bugs in Cardboard SDK 1.22.0 HOT 1
- Pixel Format mismatch error with URP + Linear with Unity iOS HOT 2
- iPhone 15 Pro Max displays VR and non-VR at the same time when MSAA is enabled HOT 1
- Parameters file not found for reading: java.io.FileNotFoundException: /storage/emulated/0/Cardboard/current_device params: open failed: ENOENT (No such file or directory)
- Error reading device parameters from URI HOT 2
- jumps out of application after pressing switch back to VR button in the default sample
- VR view not working in IOS. HOT 2
- Remove eye mask HOT 5
- How to import The SDK into Android Studio HOT 1
- Camera rotation too slow HOT 2
- Compatibility with Unity Sentis: can't display image in VR mode HOT 1
- Canβt display VR mode on iPhone in Unity 2023.2+ HOT 3
- Abnormal darken color in VR mode on iPhone, Unity 2021.3+ HOT 1
- VR View Orientation Issue HOT 1
- It's time to stop hiding the parameters HOT 1
- Anti Aliasing (MSXAA 4x) causes black screen in VR on some phones HOT 3
- [iOS] HelloCardboardInputSystem: IsTriggerPressed does not work periodically HOT 1
- Video Pixelation in Google Cardboard VR Mode HOT 3
- Camera Constantly Points Down and Jerks Up During Movement HOT 2
- [Bug] Minature hello-carboard render on AVD 33
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from cardboard.