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GoogleCardboard SDK 0.5.2 Released

Discussion in 'AR/VR (XR) Discussion' started by CogumeloSoft, Oct 13, 2015.

  1. CogumeloSoft

    CogumeloSoft

    Joined:
    Dec 28, 2012
    Posts:
    88
    http://googledevelopers.blogspot.com.br/2015/10/bringing-google-cardboard-and-vr-to.html
    The GoogleCardboard 0.5.2 It's just released and it seams a great step forward.
    It just solved all my problems with my LG G3. Now i can set a fraction of the resolution to get a 1980x1080 screen and the distortion filter is much faster with the unity's implementation.

    Download

    v0.5.2 (10/12/2015):
    - General performance improvements and CPU load reduction to reduce thermal throttling.
    - New gyro drift correction method for better stability across more phones.
    - 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
    GL.IssuePluginEvent() overhead. The old native C++ version still available if issues arise.
    - The GL.IssuePluginEvent() call uses a unique ID in order to be compatible with other native
    plugins. (This only matters if you use the old Native distortion method.)
    - A new CardboardCamera prefab manages both full screen clear and distortion
    correction. It is included in CardboardMain, or created automatically if needed.
    - Distortion correction is now done during the Camera rendering phase, which means
    that uGUI Screen Space Overlays (and OnGUI) will appear onscreen now.
    - The new distortion correction method is compatible with Metal (iOS) and multi-
    threaded rendering (Android).
    - The offscreen rendertexture used for distortion correction takes properties from
    project settings (e.g. antialiasing, pixel format). Depth now defaults to 24 bits.
    - The offscreen rendertexture resolution is padded to account for the barrel distortion,
    in order to reduce relative fuzziness in pixels near the center.
    - The Cardboard object has a simple slider to adjust the scale of the rendertexture
    resolution globally. Dial 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.
    - Recent versions of Unity (5.1.x and 5.2.x) have changed the way they report DPI, which
    is affecting the SDKs calculation of screen size. This has been worked around.
    - A bug in the StereoController.AddStereoRig() function which cached the eyes array before
    filling it in has been fixed.
     
    shariqx, elias_t, SAOTA and 1 other person like this.