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GVR SDK for Unity v1.0.0

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@rusmaxham rusmaxham released this 26 Apr 19:30
· 33 commits to master since this release

Google VR is now natively supported in the Unity Daydream technical preview{: .external}! This release marks the debut of native Daydream integration in Unity, which enables Daydream developers to take full advantage of all of Unity and
Daydream's optimizations in VR rendering. Get the Daydream technical preview{: .external} now!

The v1.0 release of the Google VR SDK for Unity is compatible with Unity 5.2.1 or newer, but future releases will require a version of Unity with native Google VR support. To use the Google Daydream platform, you must be using a version of Unity with native support.

Upgrade Instructions

Warning: Back up your project before attempting to upgrade.

The first time you open/create a project using the v1.0 Google VR SDK, you may see some dialog boxes guiding you through the upgrade. If your project has modified the AndroidManifest.xml file pay close attention, as you will need to manually merge the new Android Manifest template with your existing file.

Upgrading from Google VR SDK for Unity v0.8.5 and above:

  • 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.

Upgrading from Google VR SDK for Unity v0.8.1 and below:

  • Follow the upgrade instructions from v0.8.5.
  • Enable Daydream and/or Cardboard in Player Settings > Other Settings > Virtual Reality SDKs.

Fixes

  • Fixed spatial audio bug when setting the max distance parameter via scripting.
  • Fixed spatial audio reverb gain parameter adjustments to ensure smoother transitions.

Additions

  • Added the GvrIntent class to expose information about the current Android Intent/Activity. This can be used to implement deep linking in your application.
  • Added the GvrSettings class to work with Daydream-specific settings. These include the viewer type, sustained performance mode and controller handedness. Requires native Google VR support in Unity.
  • Added the GvrFPSCanvas prefab in Assets/GoogleVR/Prefabs/Utilites. This displays the rendering speed in milliseconds per frame.
  • Added higher order ambisonic playback support in the Google VR audio engine.
  • Added the Metal material type to surface materials of Google VR audio rooms.
  • Added a no distance attenuation option to distance rolloff methods for Google VR spatial audio sound object sources.
  • Major performance improvements in binaural rendering of audio sources.

Changes

  • The Daydream controller requires native Google VR support in Unity. This impacts the GvrController script and Controller Demo scene.
  • The GvrViewer script is no longer required with native Google VR support in Unity. It is still used to provide VR emulation in the editor, or for magic window mode in your application. If your application is using a version of Unity without native support, you will still need to include the GvrViewer script.

Deletions

  • Removed the "Unity" distortion correction mode from the GvrViewerMain prefab.
  • Magic window mode is no longer supported with native Google VR support.

Known Issues

  • In the Unity technical preview, using 8x MSAA will result in a black screen.
  • On versions of Unity without native Daydream integration, one eye may flash/freeze when transitioning between magic window mode.
  • Metal is not fully supported on iOS.
  • iOS Cardboard applications may crash under iOS 10 because the generated Xcode project does not request camera permissions in its Info.plist file. Add the permission to fix the crash.
  • See also the v0.9 "Known Issues"