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GVR SDK for Unity v0.8.5

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@rusmaxham rusmaxham released this 26 Apr 19:41
· 38 commits to master since this release

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The following instructions may be followed with "v0.9" in place of "v0.8.5".

The v0.8.5 release of the Google VR SDK for Unity includes a preview of the new workflow for using the SDK after Google VR is a native part of the Unity. Instead of using prefabs, the Unity camera will render as mono or stereo depending on the target platform and Google VR settings will be built into the editor.

We have made a number of changes to support this workflow:

  • Most of the prefabs are deprecated in the v0.8.5 release. They will be removed entirely in a future release.
  • The remaining scripts and prefabs have been modified to work similar to how the native integration will function.

We recommend that new projects using Google VR use the preview workflow to reduce the number of changes necessary in the future. Documentation has been updated to reflect the preview workflow.

For existing projects using Google VR, you have three options.

Option 1: Continue using prefabs
Remain on the v0.8.5 release of the Google VR SDK for Unity indefinitely, which will be the final release that supports prefabs. Cardboard applications should continue to work.

Option 2: Upgrade with each Google VR release
Follow the steps to use the preview workflow in v0.8.5. Later releases may have additional small changes, but you will always be on the latest and greatest.

Option 3: Upgrade after native integration
Remain on the v0.8.5 release of the Google VR SDK for Unity using prefabs until the native integration is available, then upgrade your workflow all at once.

Upgrade Instructions

  • Open a scene that does not use any Google VR functionality. One way to do this is to save your work and create a new, temporary scene.
  • In the Projects panel, delete the GoogleVR and Plugins directories in the Assets folder.
  • Import the Google VR SDK for Unity unitypackage.

If migrating an existing Google VR project:

  • Delete the GvrMain prefab.
  • Add a Camera to the scene, e.g. under GameObject > Camera.
  • Select the new Camera. In the Inspector panel, find the Tag drop-down selection at the top and set it to MainCamera.
  • Confirm that the camera has the following default components:
    • Flare Layer
    • GUI Layer
    • Audio Listener
  • Add the GvrViewerMain prefab to the scene, found in Assets/GoogleVR/Prefabs.

If using the default gaze-based reticle:

  • Add the GvrReticle prefab as a child object to the Camera, found under Assets/GoogleVR/Prefabs/UI.
  • If using the GazeInputModule system:
    • Add a Physics Raycaster component to the Camera.
    • Adjust the Event Mask as needed for your scene. The sample scenes use the following settings: Default, TransparentFX, Water
  • If using the GvrGaze script, attach it to the Camera.