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(Cardboard) Google VR iOS results in upside-down view
Hello, I'm wondering if anyone else either has encountered this issue, or know of a fix/alternate solution. I'm currently trying to make a cross-platform Google VR application.
Android currently works just fine. iOS can compile, but the view is upside-down. Trying to flip it from landscape-left to landscape-right does not fix it, it just rotates until it's inverted in the other orientation as well.
This is occurring with the "Google VR iOS" package in version 1.18.5 from the manager, running with Unity version 2019.1.0f2. I've tried reverting to a lower version under "See all versions", but I'm getting "self signed certificate in certificate chain" error.
Also, it's present even with new projects, although I've only tested it with two devices so far, the iPhone 6s and the iPhone SE. They are similar in terms of specs, so I'm not sure if it's working fine with iPhones 7 and above.
I've also tried to use Google's unity SDK from their GitHub (version 1.200.0) separate to Unity's package, but it's not generating an .xcworkspace file. If I include both Unity's Google VR iOS package and Google's Unity GVR package (which would generate a workspace file to build onto the phone), the same upside-down issue happens.
Can anyone either tell me if they have an iPhone that's working fine with the package in question or not, or if there's a fix/configuration that I'm not able to find?
Answer by Alphageek · May 01, 2019 at 03:29 AM
I am getting the upside down, backward effect as well on iOS. Works fine on Android.
I'm running Unity 2019.1.0f2, using GVR SDK 1.200.0 on an iPhone 8 running iOS 12.2
UPDATE:
It will work if the Graphics API is set to OpenGLES3 only. Neither Vulkan nor Metal APIs work correctly.
The issue is reported here: https://github.com/googlevr/gvr-unity-sdk/issues/1031
This would have been better shared as a comment to my question, but I do appreciate you letting me know that not only is this an isolated incident, but it's also occurring on another iPhone, as well as with Google's VR plugin as well.
Oops Sorry.
But at least I can confirm that it works running Unity 2018.3.14f1, using GVR SD$$anonymous$$ 1.200.0 on an iPhone 8 running iOS 12.2
No worries :) Thanks for sharing, this is consistent with what I'm encountering. Just tried building it out with Unity 2018.1.0f2, 2018.3.5f1 and 2018.3.14f1 (albeit with an older GVR SD$$anonymous$$ 1.170.0) on my devices, and they all work, whilst running it with 2019.2.0a14 is resulting in the same issue as 2019.1.0f2. I'm currently submitting a bug report to Unity with the findings, hopefully a fix will come soon.
Yeah, I've looked at the changelog, and none of the entries in there looks like it would have been fixed :(
Felt I had to comment as I built this project this morning using Unity 2019.1.1f1 Personal onto a Google Pixel 3XL (using all recommended Unity SD$$anonymous$$s for Android and Google VR SD$$anonymous$$ v1.200.0), and I have the upside down, backward effect. I've tried holding the device a number of different ways before the app launches, to no avail. So it may not be a bug limited to iOS.
It can work if the Graphics API is set to OpenGLES3 only.
Neither Vulkan nor $$anonymous$$etal APIs work correctly.
Just tried this, and it works! If you can either submit this as a new answer, or edit your current answer to include this, I'll mark it as the correct solution for the current versions of Unity so far.
Answer by mirek-burkon · May 02, 2019 at 03:46 PM
Same problem here. I did some digging, Unity 2018.3.14f1 works fine with GVR 1.2. Unity 2019 seemed to have switched values for ScreenOrientation.LandscapeLeft and ScreenOrientation.LandscapeRight and does some new mapping in Objective-C (UI/OrientationSupport.mm). GVR always expects to be launched in LandscapeLeft (and may be doing some compensations if it isn't) but now when Unity does its thing and even when I make extra sure I use LandscapeLeft everywhere, even Xcode ends up thinking the app runs in LandscapeRight, my guess is that's what breaks GVR. Tried fixing it for a few hours but there are quite a few things that get affected and it'd be much better if Unity could fix their orientation tweaks. In my case temporarily solved by downgrading to 2018.3.14f1
Thanks for the investigation, your explaination is really thorough! I'm also of the $$anonymous$$d to just currently work off 2018.3.14f1 whilst Unity hopefully fixes this, either in a patch release, or through updating the Google VR iOS package, which I suspect is the culprit.
Answer by badradionz · Jul 10, 2019 at 09:53 PM
Can anyone tell me when we're likely to see a fix for 2019?
I tried the temporary fix outlined in the github issues thread but it did not solve my problem.
It seems to work fine when using OpenGLES3 graphics API however this is extremely slow compared to Metal.
Answer by lz7cjc · Dec 01, 2021 at 03:21 PM
Hi - has there been any progress on this I get left right inverted on android build I am already set to Landscapeleft in the player settings - is there anywhere else i need to check this?
Using 2019.4.31f1 Cardboard 1.8
i have attached settings that i believe are relevant!alt text any help gratefully received!
Answer by theLalo · Feb 28 at 07:06 PM
same problem unity 219.4.25f1 CardBoard version 1.12.0, Did you find anything about this ?
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