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Google Cardboard touch input causes permenant frame rate loss

Discussion in 'AR/VR (XR) Discussion' started by Boredman1234, Jul 14, 2015.

  1. Boredman1234

    Boredman1234

    Joined:
    Sep 17, 2013
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    16
    I am using the official Google Cardboard SDK and using the demo scene. When I run it on my phone I start out with around 30fps. Everything runs fine at the beginning. However if I tap the screen several times, the frame rate with continue to go down until I stop tapping then The frame rate will never return to 30fps. Does any one else have this issue? I am running on a Galaxy S4 if that helps any. This issue makes it impossible to develop unless I use no touch input at all(which I would prefer not to do).
     
  2. dolims

    dolims

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    Sep 13, 2014
    Posts:
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    Can you check adb logcat to see if any error messages are being thrown? Also, which versions are you using of Unity, Android, and the Cardboard SDK?
     
  3. Boredman1234

    Boredman1234

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    Sep 17, 2013
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    My Unity version is 5.1.1f1, I have the newest version of Cardboard SDK, and My phone version is 4.4.4 if thats what you mean by android version. Also I don't know how to use logcat with unity.
     
  4. Boredman1234

    Boredman1234

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    Ran logcat. I did not see any errors.
     
  5. Boredman1234

    Boredman1234

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    Sep 17, 2013
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    Also this issue only happens when VR Mode is enabled. If I disable it after I tap the screen a lot it will just go to 60fps, but when then enable VR Mode it will go back to bad frame rate.
     
  6. thep3000

    thep3000

    Unity Technologies

    Joined:
    Aug 9, 2013
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    We have heard a few reports of latent input when VR is enabled but not in use. We're investigating and will let you know when we have a resolution.