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2D splash screens for VR apps - how?

Discussion in 'AR/VR (XR) Discussion' started by webster, Jul 20, 2017.

  1. webster

    webster

    Joined:
    Jun 8, 2013
    Posts:
    21
    So before 5.6, I could toggle most/all? VR mode on/off, so I would be able to have a 2D and/or 3D (vr) interface. Why? Splash and options, instructions, health warning, tutorials all in 2D for the first-time user. Then my own animated instruction how to insert the device to the HMD. This for 'cardboard' apps only: Android and iOS (not DayDream, don't need the hand controller for this)

    I may be wrong, but in 5.6 and above, the entire app is either VR or not. If VR, it goes straight into stereo head tracking. Unless Android, where I might see the GVR animation for a few seconds. iOS straight to VR.

    Is there any way around this? I see where I might be able to add some still textures for splash, but I want to executed code and interactivity first.

    Is it possible by making an initial scene which is not using VR, then toggle the mode (somewhere, somehow?) in code to turn on VR?
     
  2. webster

    webster

    Joined:
    Jun 8, 2013
    Posts:
    21
    Hmm. Seems like VRSettings (or XRSettings for 2017) .enabled it what I was looking for.