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This repository has been archived by the owner on Nov 8, 2019. It is now read-only.
Detecting the recenting event does not work every time, or not at all on Unity 2018 for some devices. This is needed to recenter some of the UI elements in the project where the issue started occurring
HARDWARE/SOFTWARE VERSIONS
Unity: 2018.4.4f1, 2018.4.8f1. Works correctly on 2017.4.30f1
Google VR SDK for Unity: 1.200.1
Device manufacturer, model, and O/S:
Google Pixel XL running Android 9,
Google Pixel running Android 10,
Samsung Galaxy S8 running 8.0.0,
seems to work without issues on Motorola Moto Z
XT1650-03 running Android 8.0.0
mBaseDisplayInfo=DisplayInfo{"Built-in Screen, displayId 0", uniqueId "local:0", app 1080 x 1920, real 1080 x 1920, largest app 1080 x 1920, smallest app 1080 x 1920, mode 1, defaultMode 1, modes [{id=1, width=1080, height=1920, fps=60.000004}], colorMode 0, supportedColorModes [0, 7], hdrCapabilities android.view.Display$HdrCapabilities@40f16308, rotation 0, density 420 (442.451 x 443.345) dpi, layerStack 0, appVsyncOff 2000000, presDeadline 11666666, type BUILT_IN, address {port=0}, state ON, FLAG_SECURE, FLAG_SUPPORTS_PROTECTED_BUFFERS, removeMode 0}
Pixel XL
mBaseDisplayInfo=DisplayInfo{"Built-in Screen", uniqueId "local:0", app 1440 x 2560, real 1440 x 2560, largest app 1440 x 2560, smallest app 1440 x 2560, mode 1, defaultMode 1, modes [{id=1, width=1440, height=2560, fps=60.000004}], colorMode 0, supportedColorModes [0, 7, 8], hdrCapabilities android.view.Display$HdrCapabilities@40f16308, rotation 0, density 560 (537.882 x 532.983) dpi, layerStack 0, appVsyncOff 2000000, presDeadline 11666666, type BUILT_IN, state ON, FLAG_SECURE, FLAG_SUPPORTS_PROTECTED_BUFFERS, removeMode 0}
Galaxy S8
mBaseDisplayInfo=DisplayInfo{"Built-in Screen", uniqueId "local:0", app 1440 x 2960, real 1440 x 2960, largest app 1440 x 2960, smallest app 1440 x 2960, mode 1, defaultMode 1, modes [{id=1, width=1440, height=2960, fps=60.000004}, {id=2, width=1080, height=2220, fps=60.000004}, {id=3, width=720, height=1480, fps=60.000004}], colorMode 0, supportedColorModes [0], hdrCapabilities android.view.Display$HdrCapabilities@821b95f5, rotation 0, density 640 (562.707 x 565.293) dpi, layerStack 0, appVsyncOff 1000000, presDeadline 16666666, type BUILT_IN, state VR, FLAG_SECURE, FLAG_SUPPORTS_PROTECTED_BUFFERS, removeMode 0}
Motorola Moto Z
mBaseDisplayInfo=DisplayInfo{"Built-in Screen", uniqueId "local:0", app 1440 x 2560, real 1440 x 2560, largest app 1440 x 2560, smallest app 1440 x 2560, mode 1, defaultMode 1, modes [{id=1, width=1440, height=2560, fps=60.000004}], colorMode 0, supportedColorModes [0], hdrCapabilities android.view.Display$HdrCapabilities@1d6308, rotation 0, density 640 (537.882 x 537.388) dpi, layerStack 0, appVsyncOff 1000000, presDeadline 16666666, type BUILT_IN, state ON, FLAG_SECURE, FLAG_SUPPORTS_PROTECTED_BUFFERS, removeMode 0}
Google VR Services:
Pixel
Packages:
versionName=1.20.235017259
Hidden system packages:
versionName=1.0.160607012
Active APEX packages:
Inactive APEX packages:
Factory APEX packages:
Pixel XL
Packages:
versionName=1.20.235017259
Hidden system packages:
versionName=1.15.195746028
Galaxy S8
Packages:
versionName=1.20.235017259
Hidden system packages:
versionName=1.12.178282906
Moto Z
Packages:
versionName=1.20.235017259
Hidden system packages:
versionName=1.12.177372015
Viewer manufacturer & model:
Daydream View (newer), but was not using headset
Link to Unity project that reproduces the issue:
Demo project created with Unity 2018.4.4 or 2018.4.8
STEPS TO REPRODUCE THE ISSUE
Create a new Unity project
Set it to Android, and Set Daydream and Cardboard as VR options
Set MinSDK level to 19 and target SDK level to 28
Add a gameobject to the scene with the following code using the HelloVR demo
Build and run to a device and recenter using the home button on the controller
If there are issues with trying to reproduce, make sure script debugging and logging are both turned on
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DetectRecenter : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
GvrHeadset.OnRecenter += OnRecentered;
}
private void OnRecentered(GvrRecenterEventType recenterType, GvrRecenterFlags recenterFlags, Vector3 recenteredPosition, Quaternion recenteredOrientation)
{
Debug.Log("GvrHeadset.OnRecenter User Recentered"); //Seems to be more reliable, but not always hit
}
// Update is called once per frame
void Update()
{
if (GvrControllerInput.Recentered) {
Debug.Log("User Recentered"); //does not seem to be called on any device
}
}
}
WORKAROUNDS (IF ANY)
N/A
ADDITIONAL COMMENTS
GvrControllerInput.Recentered is what was used in 2017.4.30. On all devices no logs are received for that one, but the GvrHeadset.OnRecenter += OnRecentered method, logs show up on every controller recenter on the Moto Z.
By default Unity 2018 projects use the 4.x scripting runtime instead of the old 3.5 runtime. This setting was not changed from default, and is still at 4.x. No settings were customized.
Setting scripting runtime back to 3.5 does not fix the issue
The text was updated successfully, but these errors were encountered:
SPECIFIC ISSUE ENCOUNTERED
Detecting the recenting event does not work every time, or not at all on Unity 2018 for some devices. This is needed to recenter some of the UI elements in the project where the issue started occurring
HARDWARE/SOFTWARE VERSIONS
Google Pixel XL running Android 9,
Google Pixel running Android 10,
Samsung Galaxy S8 running 8.0.0,
seems to work without issues on Motorola Moto Z
XT1650-03 running Android 8.0.0
google/marlin/marlin:9/PQ3A.190705.001/5565753:user/release-keys
,google/sailfish/sailfish:10/QP1A.190711.019/5790879:user/release-keys
,samsung/dreamqltesq/dreamqltesq:8.0.0/R16NW/G950USQU5CRK1:user/release-keys
,motorola/griffin/griffin:8.0.0/OPL27.76-71-2-3/3:user/release-keys
Pixel
Pixel XL
Galaxy S8
Motorola Moto Z
Pixel
Pixel XL
Galaxy S8
Moto Z
Daydream View (newer), but was not using headset
Demo project created with Unity 2018.4.4 or 2018.4.8
STEPS TO REPRODUCE THE ISSUE
WORKAROUNDS (IF ANY)
N/A
ADDITIONAL COMMENTS
GvrControllerInput.Recentered
is what was used in 2017.4.30. On all devices no logs are received for that one, but theGvrHeadset.OnRecenter += OnRecentered
method, logs show up on every controller recenter on the Moto Z.By default Unity 2018 projects use the 4.x scripting runtime instead of the old 3.5 runtime. This setting was not changed from default, and is still at 4.x. No settings were customized.
Setting scripting runtime back to 3.5 does not fix the issue
The text was updated successfully, but these errors were encountered: