I deployed completed version of ShootHoop on iOS device via Unity 5.6. it displays in stereo view on mobile as I enabled in unity (i did not use GVR).
However, when I click PLAY on 1st scene, it does not move to next scene and just shoot old pink color ball (not the one from assets).
Wondering if the ShootHoop course case included the goal of deploying it on mobile or only Oculus Rift?
Would be great to have some guidance how to deploy this project it mobile in a usable result. As I understand, the GVR SDK covered in later lessons has changed a lot recently.
Thanks. That’s very useful overview. Still quite confusing once diving deeper due to the big sdk changes. If there is and you can recommend any guidance on Web about how to implement mobile VR by using of the new Unity built in Cardboard sdk, that would be useful. There is not much info in Unity documentation either.
Thanks! Yes, there are couple. Currently, i am focussed on these.
Every time i deploy app on iPhone, the image is not viewable well. Of course, i get two displays (one for each eye in cardboard), but the angle how it is displayed is not aligned, the image is distorted when i watch in cardboard. Is it an issue with FOV? How to solve this?
If Cardboard VR is natively built into Unity, when should i use Google sdk? In my case, I dont plan to use Daydream. Do we need it for the VR cursor/pointer?
In latest sdk, we cannot view stereo preview in Unity like it is in your videos with earlier sdks and we have to deploy to iPhone every time. Is there any good way? I tried to apply Instant Preview from Google, but it did not work out for me in iOS device.
Hope to get up and running with the latest.
Thank you.
For deployment issue, i mean the feedback is not real time like it was whith earlier GVR - you have to build and deploy on device every time you want to see changes made to your VR app. That takes so much time.
Yes, the link seems to be pointing to the same issue i m facing with iOS.