I have created a VR app in Unity with Google Cardboard SDK and am now attempting to deploy it to Web and as a standalone. The game works well on iPhone and Android and the user navigates the game by turning their head and touching the screen (the "Fire1" command I believe). The problem comes when I switch platforms.
In the editor when testing, even though my computer is not strapped to my head I have been able to still play the game just as well by holding down the Alt key to turn and just clicking the screen to move. I assumed this would be the same when deploying to a standalone but I'm having a problem:
When deploying to web and standalone, the user cannot move at all thus I'm not even sure if the game is working at all - Holding the alt key does nothing and clicking the screen does nothing. They cannot play the game.
What is wrong here? Are there other inputs that I can implement specifically for standalone to replace head tracking, etc? How are other Google Cardboard VR apps deployed to web?
In my WebplayerDevice script:
//For web support
#if UNITY_WEBPLAYER
using UnityEngine;
using System.Runtime.InteropServices;
using System.Collections.Generic;
public class CardboardWebplayerDevice : BaseCardboardDevice {
// Simulated neck model. Vector from the neck pivot point to the point between the eyes.
private static readonly Vector3 neckOffset = new Vector3(0, 0.075f, 0.08f);
// Use mouse to emulate head in the editor.
private float mouseX = 0;
private float mouseY = 0;
private float mouseZ = 0;
public override void Init() {
Input.gyro.enabled = true;
Debug.Log ("ITS WEB!!");
}
public override bool SupportsNativeDistortionCorrection(List<string> diagnostics) {
return false; // No need for diagnostic message.
}
public override bool SupportsNativeUILayer(List<string> diagnostics) {
return false; // No need for diagnostic message.
}
// Since we can check all these settings by asking Cardboard.SDK, no need
// to keep a separate copy here.
public override void SetUILayerEnabled(bool enabled) {}
public override void SetVRModeEnabled(bool enabled) {}
public override void SetDistortionCorrectionEnabled(bool enabled) {}
public override void SetStereoScreen(RenderTexture stereoScreen) {}
public override void SetSettingsButtonEnabled(bool enabled) {}
public override void SetAlignmentMarkerEnabled(bool enabled) {}
public override void SetVRBackButtonEnabled(bool enabled) {}
public override void SetShowVrBackButtonOnlyInVR(bool only) {}
public override void SetNeckModelScale(float scale) {}
public override void SetAutoDriftCorrectionEnabled(bool enabled) {}
public override void SetElectronicDisplayStabilizationEnabled(bool enabled) {}
public override void SetTapIsTrigger(bool enabled) {}
private Quaternion initialRotation = Quaternion.identity;
private bool remoteCommunicating = false;
private bool RemoteCommunicating {
get {
if (!remoteCommunicating) {
remoteCommunicating = Vector3.Dot(Input.gyro.rotationRate, Input.gyro.rotationRate) > 0.05;
}
return remoteCommunicating;
}
}
public override void UpdateState() {
Quaternion rot;
if (Cardboard.SDK.UseUnityRemoteInput && RemoteCommunicating) {
var att = Input.gyro.attitude * initialRotation;
att = new Quaternion(att.x, att.y, -att.z, -att.w);
rot = Quaternion.Euler(90, 0, 0) * att;
} else {
bool rolled = false;
if (Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt)) {
mouseX += Input.GetAxis("Mouse X") * 5;
if (mouseX <= -180) {
mouseX += 360;
} else if (mouseX > 180) {
mouseX -= 360;
}
mouseY -= Input.GetAxis("Mouse Y") * 2.4f;
mouseY = Mathf.Clamp(mouseY, -85, 85);
} else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) {
rolled = true;
mouseZ += Input.GetAxis("Mouse X") * 5;
mouseZ = Mathf.Clamp(mouseZ, -85, 85);
}
if (!rolled && Cardboard.SDK.autoUntiltHead) {
// People don't usually leave their heads tilted to one side for long.
mouseZ = Mathf.Lerp(mouseZ, 0, Time.deltaTime / (Time.deltaTime + 0.1f));
}
rot = Quaternion.Euler(mouseY, mouseX, mouseZ);
}
var neck = (rot * neckOffset - neckOffset.y * Vector3.up) * Cardboard.SDK.NeckModelScale;
headPose.Set(neck, rot);
triggered = Input.GetMouseButtonDown(0);
tilted = Input.GetKeyUp(KeyCode.Escape);
}
public override void PostRender() {
// Do nothing.
}
public override void UpdateScreenData() {
Profile = CardboardProfile.GetKnownProfile(Cardboard.SDK.ScreenSize, Cardboard.SDK.DeviceType);
ComputeEyesFromProfile();
profileChanged = true;
}
public override void Recenter() {
mouseX = mouseZ = 0; // Do not reset pitch, which is how it works on the phone.
if (RemoteCommunicating) {
//initialRotation = Quaternion.Inverse(Input.gyro.attitude);
}
}
}
#endif
Errors (even when I changed the Webplayer device class to BaseVRDevice this made no difference) :