With different gaze, user experiences the effect of depth blur, which is correspondant to the retinal blur of different depth. When the focus is close,. When the focus is far,. For more information about vergence-accommodation conflict, visit my blog post.
Skip to content. Star 1. Branches Tags. Could not load branches. Could not load tags. In this post will show you how to download, install and run Android 6.
The image file can be run straight on your computer to test out new Android 6. For developers this is a great opportunity to implement and test apps on the new platform without utilizing phone hardware. Before begin the installation, you need to check your Windows specification is same as Marshmallow system requirements.
I am going to download JDK 7 you can download select as your system requirement 32bit or 64bit of your System. After Installing the SDK open it. Step 4 Wait for the SDK load required Component and android all version tools, docs, example, build tool and image file of android version.
Step 5 Once all tools load complete then select what you want to download. You will be prompted to confirm the packages you chose to install and you would have to agree to the License information to proceed. Step 7 Click on the Install and now wait for the all the packages to download and install in your System. The singleton instance of it, Cardboard. SDK , is now GvrViewer. Ensure that there is exactly one instance of GvrViewer in any VR scene. In particular, if you call DontDestroyOnLoad on one so that it carries over into the next scene, make sure the new scene does not already contain one.
Starting with 5. Since RenderTextures are used for distortion correction, this effects all such canvases in VR. Fixed a crash bug from using the magnetic trigger or tilt event before loading a level. Fixed a bug caused by calling RenderTexture. Create on some phones too early. Allow the CardboardReticle to change distance with non-interactive objects too. Can't reliably start a CardboardAudioSource from Awake. Use Start instead. Only one CardboardAudioListener can exist in the scene.
Workaround is to put it on a "Microphone" game object, and reparent it to the current camera. In the next release, the minimum officially supported version of Unity will be 5. Ensure that a custom Skybox component on the parent camera is reflected on the stereo child cameras. Fixed a null-pointer exception that caused scenes to render one or both eyes black if the scene started out with VR mode turned off, and turned it on in code later.
Apps no longer crash on Quit or LoadLevel calls if the phone has been tilted on its side by the user. Main Menu entry Cardboard which makes it easy to reach documentation and file bugs. A C event on CardboardHead for callbacks after the head tracking has been updated. The Cardboard. SDK property no longer auto-instantiates a Cardboard object.
Instead it logs an error message if the property is null. Ensure that a Cardboard object exists in the scene before accessing the property. The CardboardManager prefab can be used if the Cardboard instance should be independent of any scene camera, or you can call the Cardboard.
Create static function to ensure that the SDK property is initialized. Reverted a change in v0. The extra size of the texture caused an unreasonable performance hit, especially on 2K phones. Now the texture size matches the screen resolution, as in older releases. Reverted a change in gyro-drift correction on iOS that actually made drift worse on iPhones. CardboardCamera prefab is now CardboardManager , a standalone instance of the Cardboard script.
The "gaze pointer" object in GazeInputModule is now a reticle, with customizable behavior and appearance. The Tilt sensor has been disabled to prevent the tilt-based app crash noted above. Fixed in v0. On Android, this occurs when the app is resumed.
On iOS, it may happen at startup. Recent versions of Unity 5. This has been worked around. A bug in the StereoController. AddStereoRig function caused it to cache the StereoController. Eyes array before the eye cameras were created. The offscreen RenderTexture used for distortion correction takes properties from project settings e. Depth now defaults to 24 bits. The GL. IssuePluginEvent Unity call is now passed a unique ID in order to be compatible with other native plugins.
This only matters if you use the old Native distortion method. Onboarding and Setup dialogs now support localized language strings. For Android this is automatic. For iOS, enable Localizations in the Xcode project.
Default distortion correction method is now done entirely in Unity to avoid the overhead of using GL. IssuePluginEvent with our native code due to the native code needing to carefully manage GL state internally. A new CardboardCamera prefab manages both full screen clear and distortion correction. It is included in CardboardMain , or created automatically if needed. The Cardboard object has a simple slider to adjust the scale of the RenderTexture resolution.
Dial it down to increase performance. There is now an onscreen Back Button that functions like the normal Android back button which is hidden in immersive mode. You can turn it on or off, and choose how to respond. The new distortion correction method is compatible with Metal iOS and multi-threaded rendering Android. The offscreen RenderTexture resolution is padded to account for the barrel distortion, in order to reduce relative fuzziness in pixels near the center.
Stereo cameras are no longer fully mirrored from the parent Camera object on ever frame, only when either the device profile changes after a QR code scan or you call StereoController. If you enable the StereoController. This option is useful if you are animating parameters on the Camera and want to keep the stereo cameras up to date. Otherwise, leave this option off, as it has a performance cost. The new runtime permission model in Android 6.
Could not load tags. Latest commit. Git stats 39 commits. Failed to load latest commit information. View code. Dependencies Using third-party libraries and software from: ARCore 1.
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