rsanchezsaez / cardboardsdk-ios Goto Github PK
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License: Other
iOS port of Google's CardboardSDK (mobile VR toolkit)
License: Other
I made a video player with spritekit and scenekit and was able to get it to work perfectly on iOS8.
But running the same code on iOS9 will result in the video only being rendered on the right viewport
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:
Any ideas what can be causing this? Thanks a lot!
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.
*** Assertion failure in -[GCSSphericalMetadataExtractor intFromBytes:withLength:], googlemac/iPhone/CardboardSDK/Source/GCSSphericalMetadataExtractor.mm:201
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.
#include 报错!
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
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.
iOS VR Player support 360 Degree Video and Google Cardboard.
https://github.com/islate/SlateVideo360
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?
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?
Hi I tried the CDBTreasure demo, but when I run it in simulator it's just showing a pink screen and nothing more happens.
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
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).
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?
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.
When using 6 plus and 6s plus(Device) render in VR mode can not full screen, any idea of it?
Hi
How can I show a GLKView in a cardboard mode?
Thanks
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?
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!
Hello there,
writing it in Swift 2 would be cool.
I am currently using it for a project. Maybe I could help?
regards
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.
the device name in ios is ipad3,4,other device such as iphone with 8.1 is right
I would like to add a photosphere image and map it to a sphere. Are there any example codes for this?
Thx.
Firstly, thank you @rsanchezsaez for share this great SDK for us.
Then i have a question to ask.Is there a way for us to use this SDK with other opengl es 3d engine,such as SceneKit or Cocos2dx,because directly use opengl is not so convenient. Any idea is ok ,Thanks
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