Giter Site home page Giter Site logo

cardboardsdk-ios's People

Contributors

cardenb avatar equinox2k avatar guydavis90 avatar rsanchezsaez avatar samhare avatar sean-purcell avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

cardboardsdk-ios's Issues

Undefined symbols for architecture armv7: "_CTFontGetGlyphsForCharacters" ... in libGoogleKitCore.a(GoogleKitCore.o)

Hi there,

I tried your SDK a month or so ago, it was working very nicely.
However, recently I updated the Cardboard SDK in my project (I think it was like a week ago) and now I cannot compile it for iOS, even tho I follow the same steps - the ones you wrote. Every time I want to compile, I get the following errors:

Undefined symbols for architecture armv7:
"_CTFontGetGlyphsForCharacters", referenced from:
l302 in libGoogleKitCore.a(GoogleKitCore.o)
"_CTFontCreateWithName", referenced from:
l299 in libGoogleKitCore.a(GoogleKitCore.o)
"_CTFontManagerRegisterFontsForURL", referenced from:
l231 in libGoogleKitCore.a(GoogleKitCore.o)
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)

Here is a screenshot:
error
Any ideas what can be causing this? Thanks a lot!

Assertion failure

*** Assertion failure in -[GCSSphericalMetadataExtractor intFromBytes:withLength:], googlemac/iPhone/CardboardSDK/Source/GCSSphericalMetadataExtractor.mm:201

Cardboard renders to black when switched to VR Mode with uGUI

When using uGUI the UI shows up fine when I don't turn on VR mode. However, When I do I see black and just the UI. I took a snapshot in Xcode of the OpenGl State and I can see the the split view via the left and right cameras from cardboard. After, the depth buffer clears and renders to black. then the buttons renders. Any suggestions?

Swift support

Hello there,

writing it in Swift 2 would be cool.

I am currently using it for a project. Maybe I could help?

regards

GUI click event

Hi, Ricardo.
Great work for cardboard in iOS.
I've got one question about GUI in unity sdk. I run the unity sample in your package, but can't see pointer image and also can't click on button.
Does your sdk for unity support click event of gui button?
Regards. Johanne.

Build error: __unity_getFrameParameters

Hi,
I'm trying to build this with Unity 5.0.1f1 and Xcode 6.3 for iPhone 5S on iOS 8.3.
I followed your steps for setting up the project. Version A wouldn't work, (the Append option was greyed out,) so I went with option B and built to a new folder and added the resources you mention. However, I get a build error I can't resolve:

Undefined symbols for architecture armv7:
  "__unity_getFrameParameters", referenced from:
      RegisterMonoModules() in RegisterMonoModules.o
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)

I see _unity_getFrameParameters in CardboardUnity.cpp, so I'm not sure what the issue is. Any hints?
Thanks
Ash

how to read custom Cardboard Profile and Read QR code

Hi,

I am aware this repository is closed but as I am using this lib for my app. Would be pleased if you can let me know how can I read QR code profile and update my custom distortion.

I want to read QR code. When I read QR code using cardboard official app it is not reflected in my app. But similarly it is working fine in Android side of my application.

Designated Initializer to use CDBViewController via Storyboard

Hello,

the CDBViewController currently only implements the init designated initializer. Storyboard uses initWithCoder as designated initializer. When I'm trying to copy & paste the code from the init method it only shows a black screen.

I ended up solving the problem like this: kgoedecke@bd29578

Whats the proper way to run the init code from initWithCoder?

Fix for simulator

Hi,

the following patch fixes the pink screen shown on the simulator (as reported in issue #6):

diff -r 99ad9a206f6c ios/dependencies/CardboardSDK-iOS/src/CardboardSDK/Cardboard/Sensors/HeadTracker.mm
--- a/ios/dependencies/CardboardSDK-iOS/src/CardboardSDK/Cardboard/Sensors/HeadTracker.mm   Thu May 14 04:53:59 2015 +0200
+++ b/ios/dependencies/CardboardSDK-iOS/src/CardboardSDK/Cardboard/Sensors/HeadTracker.mm   Thu May 14 04:57:23 2015 +0200
@@ -176,11 +176,15 @@

 bool HeadTracker::isReady()
 {
+#if TARGET_IPHONE_SIMULATOR
+   return true;
+#else
     bool isTrackerReady = (_sampleCount > kInitialSamplesToSkip);
   #if HEAD_TRACKER_MODE == HEAD_TRACKER_MODE_EKF || HEAD_TRACKER_MODE == HEAD_TRACKER_MODE_CORE_MOTION_EKF
     isTrackerReady = isTrackerReady && _tracker->isReady();
   #endif
     return isTrackerReady;
+#endif
 }

 GLKMatrix4 HeadTracker::lastHeadView()

Maybe paths in the header of the patch must be updated to be able to apply it (are from a Mercurial project).

adding images

Hi - looks like a cool project. I downloaded it and ran it on my phone. I was wondering, how would I use images in this? is there anyway I can just pass images in and simply move my phone around?

Integration to current working Unity 4.6 android project

Hi! I have not very clear how to replace/upgrade/change my current working android project.

First, of all (before getting to your git), when I compiled the unity project to ios build, it did it successfully, then, on Xcode, I tried to compile the file, but... It failed with:

Undefined symbols for architecture armv7:
  "_InitFromUnity", referenced from:
      RegisterMonoModules() in RegisterMonoModules.o
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)

Searching on goole, I landed on your git, I first tried option b (just added the Cardboard-SDK folder on Classes folder as the instructions say) and it had compiler errors, I fixed one by one... until I got again the same "_InitFromUnity" error...

So, Can you please Explain how do I build for iOS?

I'm using Unity 4.6.3 and Cardboard Unity Plugin 0.4.9

Thanks!

Headtracker glitching on iPhone 6

On iPhone 6, the headtracker occasionally "jumps" between different positions. The problem seems to be related to core motion (it does not happen in pure EKF mode). If the "jump" occurs for a rotation around the vertical axis, it also occurs for the "opposite" rotation, e.g. 180° across.

The glitch could not be observed on iPhone 5 or 5s.

Any ideas or hints for tracking that one down?

how to create a vr view for ios app

hi im creating an ios app where the user can choose image and video from gallery or take photo and make it into an stereographic view.i.e vr view (which has a left and right split for each eye). im complete new beginner to ios.please do help.

What about smaller screens? e.g. not 50/50 split

I have an iPhone 4S and with the Durovis SDK I tried earlier on, I had to adapt to the smaller 3,5 screen on my phone. Instead of setting the left/right cameras to each take 50% of the screen, I had to adjust them as follows:
left camera = 25% width, aligned to the left (x=0)
right camera = 25% width, aligned to the right (x=0.75)
Height can stay at 100%

This reconstructed the stereo view, albeit with a smaller view (the middle of the screen stays empty).

With the CardboardSDK-iOS, I did set both left/right camera's that way, but the rendering of the two cameras to the main camera does not take this into account.

Any hints on where do I have to adjust this?
I was looking at CopyCameraAndMakeSideBySide in CardboardEye.cs but not sure how to adapt it.

If there is a simpler method, that would also be fine.
Maybe the stereo-setting?
Maybe the spacing between the two camera's?

With bigger screens, your eye center is nicely in the middle of half the screen, but we have to adapt this for smaller (e.g. iPhone 4S) or bigger (iPad) screens.

Prepare for update to SceneKit version?

Hi @rsanchezsaez ,thanks for providing a terrific framework to us. Now i want to move the code to Scenekit.But I met problems with Scenekit + CardboardSDK-iOS.In my code i use SCNRenderer to match with CBDViewController's openGL Context.But the [SCNRenderer render] function is deprecated: deprecated in iOS 9.0.And Particle Effects can not show correctly.
So,is there possible to change the project to Scenekit? Thanks.

Typedef redefinition with different types...

Hey ho!
I installed the latest xCode Verison (9.0) on my machine.
After building my Project for the iPhone (X on Simulator, but the regular build failed as well) there are some semantic issues:

typedef NSUInteger MTLPixelFormat; // Typedef redefinition with different types ('NSUInteger' (aka 'unsigned long') vs 'enum MTLPixelFormat') enum // Declaration does not declare anything { MTLPixelFormatBGRA8Unorm, // edefinition of enumerator 'MTLPixelFormatBGRA8Unorm' MTLPixelFormatBGRA8Unorm_sRGB, // Redefinition of enumerator 'MTLPixelFormatBGRA8Unorm_sRGB' };

How could I avoid this? I don't support metal on my release build and even when I recompile with metal activated it throws these errors.

Any help would be very appreciated.

Thanks in advance,
Martin

"Pink screen"

Hi I tried the CDBTreasure demo, but when I run it in simulator it's just showing a pink screen and nothing more happens.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.