This repository has been archived by the owner on Nov 8, 2019. It is now read-only.
GVR SDK for Unity v1.200.0
Support for Unity 5.6 has ended
Unity has discontinued support for 5.6. As a result, we have discontinued support of Unity 5.6 and have raised the minimum supported version of Unity to 2017.4.
Breaking changes
GvrXREventsSubscriber.loadedDeviceName
's setter is now private.- The deprecated
GvrAudio*
components have been removed. If your project uses GvrAudio, please upgrade to Resonance Audio (developers.google.com/resonance-audio/migrate). Resonance Audio supports Unity 2017.1 and newer and is natively integrated in Unity 2018.1 and newer.
Behavioral changes
- Decreased render priority of GvrController.shader from
Overlay+100
toTransparent
to address controller render order issues.
Other changes
- Added documentation to all public methods, classes and properties.
- Added Beta features to Instant Preview, enabling the following:
- Controller Configuration
- Controller Tracking Status
- Added Instant Preview support for handedness preferences.
- The
InstantPreview.cs
script now always launches Instant Preview's VR-mode intent (it previously occasionally launched the 2D-mode intent). - New DemoInfoPanel component and prefab to log and show developer information, including app and SDK versions.
- GoogleVR/Beta/Demos rearranged to use same structure as GoogleVR/Demos.
- Renamed some fields across demos and internal code.
- Reordered tokens in all classes to conform to standard C# style.
- All C# files now adhere to 100-character line limit.
- Updated bundled lib GVR for Android to v1.200.0.
- Added Android 64 bit build support.
- Fixed a NullReferenceException in the VideoDemo scene when clicking the Daydream controller App button.
- Removed unused components from the VideoDemo scene.
Experimental see-through mode
To learn more about see-through mode, read our announcement and developer documentation for the Android NDK and Unity.
Experimental features and GoogleVR.Beta
APIs
NOTE: Beta APIs in the GoogleVR.Beta
namespace are not subject to the usual deprecation process. Beta APIs are expected to change and may be removed entirely in a future version without warning.
- New GvrBetaHeadset prefab provides UI properties to configure see-through mode on scene start. Use this in place of GvrHeadset prefab.
- New
GvrBetaHeadset
class that provides an API to change see-through mode at runtime. - New GvrSeeThroughUI shader and material to do proper alpha blending with see-through mode.
- Updated all GoogleVR shaders to do proper alpha blending with see-through mode. The alpha channel blend operation
OneMinusDstAlpha One
has been appended to the existing color channels blend operation ofSrcAlpha OneMinusSrcAlpha
. - New
GvrBetaSettings
class that provides an API to query status and request use of experimental system features like see-through mode.
New beta demo scene HelloMR demonstrates new experimental see-through mode features:
- Allows the user to cycle through different see-through modes.
- Component
DemoSeeThroughController
cycles through different see-through modes whenever any controller'sApp
button is clicked. - Asks the user to enable see-through mode if the system supports it and it is not enabled.
Bug fixes
- Fixed issue 941 where Instant Preview was being installed on devices that aren't Daydream-ready.
- Fixed issue 944 where manually setting
GvrPointerInputModule.Pointer
doesn't cause theGvrPointerGraphicRaycaster
to clear thecachedPointerEventCamera
field, leadingGvrPointerGraphicRaycaster.eventCamera
to return an incorrect camera when usingRaycastMode.Direct
. - Fixed issue 985 where mouse left click no longer triggered pointer click events for the Cardboard VR SDK emulation in Editor.
- Fixed Issue #1009. Upgrade
native_libs
gradle build to 3.3.1. - Fixed an issue in Instant Preview where
GvrPointer
raycasts would be projected from the wrong origin.