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Rant: iOS + Unity 5.6 + GoogleVR = Total Desaster

Discussion in 'AR/VR (XR) Discussion' started by Tunkali, Jun 10, 2017.

  1. Tunkali

    Tunkali

    Joined:
    Feb 5, 2013
    Posts:
    54
    I was really looking forward on further development on Unity 5.6 and GoogleVR SDK >1.10. But it seems its just instable stupid garbage. I can't understand what Google is doing.

    My clients demand regulary a single feature: A menu where to choose using the app in VR or Non-VR-Mode.
    What I get is crashes, crashes again and strange behaviour... And changing basic functions everytime (like Pointer and enable / disable VRMode and having just a gyromode...

    When GoogleVR isn't stable, why do they constantly pushing new version?
    What version is recommended and stable to use with all features?
     
  2. Selzier

    Selzier

    Joined:
    Sep 23, 2014
    Posts:
    652
    I recommend Unity 5.5.1 or 5.5.2 with GoogleVR versions 1.03 and setting VR mode enabled via GvrViewer.instance.VREnabled.
     
  3. Tunkali

    Tunkali

    Joined:
    Feb 5, 2013
    Posts:
    54
    Thank you, but thats terrible for me, because I have to take care of different input systems (I use already the event stuff on Android). Is there a combination of >gvr1.1 which works on ios without big problems?
     
  4. Tunkali

    Tunkali

    Joined:
    Feb 5, 2013
    Posts:
    54
    Ok it seems, its not so much difference! It works quite well!