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Loading new scene still keeping cardboard stuff visible #91

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sebrk opened this issue Oct 2, 2015 · 3 comments
Closed

Loading new scene still keeping cardboard stuff visible #91

sebrk opened this issue Oct 2, 2015 · 3 comments

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@sebrk
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sebrk commented Oct 2, 2015

The 0.5.1 release of the plugin has a release note stating the following to be fixed.

  • VR Mode was being left enabled when loading a scene that had no Cardboard script, which affected rendering and input handling in the new scene. All VR Mode state is reset on scene load now.

Unfortunately this is not true. While it works better than before, loading a VR scene -> loading a non-VR scene -> loading a VR scene and so forth ultimately ends up with a distorted mix of both scenes. Note that the Cardboard settings button is still enabled and usable but not any buttons from the non-VR scene. The below screenshot is showing: after loading a non-VR scene coming from a cardboard VR-scene.

  • Using Unity3D plugin: 0.5.1 (and removed everything prior to update)
  • Unity3D PRO 4.6.8f1
  • Tested on both iOS and Android

Note: Screen is rotated to left landscape before loading VR-scene and rotated to portrait in Start() of the non-VR scene.

screen

@smdol
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smdol commented Oct 14, 2015

Two questions:

  1. Does this still happen with v0.5.2?
  2. If you add a Cardboard script to the non-VR scene, and set its VRModeEnabled property to false in the editor, does that stop the issue?

@smdol
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smdol commented Oct 15, 2015

OK, this is turning out to be harder to squash than expected. Here's another workaround: In your code that is about to launch a non-VR scene, turn off the UI layer like this:

Cardboard.SDK.EnableSettingsButton = false;
Cardboard.SDK.EnableAlignmentMarker = false;
Cardboard.SDK.BackButtonMode = Cardboard.SDK.BackButtonModes.Off;

(Use that last line only if you don't want the Back Button in the non-VR scene.)

@smdol
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smdol commented Jan 14, 2016

This bug should be fixed in the new v0.6 release of the SDK.

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3 participants