Skip to content
This repository has been archived by the owner on Nov 8, 2019. It is now read-only.

GVR SDK for Unity v0.9.0

Compare
Choose a tag to compare
@rusmaxham rusmaxham released this 26 Apr 19:37
· 35 commits to master since this release

Additions

  • Added PlayScheduled() to GvrAudioSource in order to set a sound to play at a specific time.
  • In-editor spatial audio playback works on Linux installations.

Fixes

  • GvrAudioSource is no longer duplicated after a delete followed by undo.
  • Stereo separation is correctly applied to the GvrEye component in Start(), rather than only after a Resume(). This bug was not visible (or a problem) when using the now-deprecated prefabs.
  • Fixed matrix math in GvrDistortion.cginc for surface shaders only, using vertex-displacement distortion correction. (Most applications do not use this technique.)

Changes

  • The Windows audio library is now statically linked, making the MSVC redistributable no longer required.
  • See also the v0.8.5 Changes below for information on how to prepare for the upcoming native integration of GoogleVR in Unity.

Deletions

  • The C# events in GvrViewer were vulnerable to order-of-execution bugs that can cause the app to crash, so they have been removed. Check the state variables in Update() and related functions per usual Unity practice.
  • The old Electronic Display Stabilization (synchronous reprojection) setting has been removed in favor of Daydream’s upcoming asynchronous reprojection.
  • Magnetic trigger detection has been removed from the SDK, so 2014 Google Cardboard viewers and related models are no longer supported. Please use an older SDK if these viewers are still important to your product.

Known Issues

  • (Fixed in v0.9.1) When a project is exported to Android Studio, the resulting app may ask the user for the READ_PHONE_STATE permission. This is due to an empty manifest in the unitygvractivity.aar file, which causes Android Studio to assume the target Android SDK is 1, in terms of permissions that the user must grant.
  • The neck model is currently inoperative, due to the recent architectural changes for Unity VR integration.
  • (Fixed in v0.9.1) The GVR_SDK_VERSION string in GvrViewer.cs is slightly out of date.
  • See also the v0.8 Known Issues.