I am going to build an application using the Google Cardboard SDK. The user will be able to use the application with or without cardboard. Thus, inside the application there is a toggle button that activates and deactivates stereo rendering.
The app also uses the Vuforia SDK to track image goals. If a specific target is recognized, some 3D objects above the target and the particle system begin to emit particles.
Everything works fine in non-stereo mode. Particles emit and fall correctly, as intended. They should imitate snow. Also, if the user rotates the image target at an angle, the 3D objects fall higher.
When you switch to stereo mode, the physics is completely confused. Snow particles no longer fall, they seem to "teleport" around the screen. In addition, 3D objects fall up, with really heavy negative gravity. The timeline is multiplied several times, but no - I double-checked it. Gravity also does not change when switching between stereo and stereo.
Everything works fine in the Unity editor in moth modes. It only appears on a device that is an iPhone 5.
- Cardboard SDK is version 0.52, which is the newest.
- Unity - version 5.3.1.
Vuforia 5.0.6, which is not the newest, but the release notes do not indicate a fix for physics. Still update it as the next step.- Vuforia version 5.0.10, which is the latest version.
I double-checked gravity and the timeline, which do not change when switching between modes. It’s hard for me to understand what can make physics mess up.
EDIT:
I did some further research. I made me a little gizmo, always sitting in front of the camera, but getting the rotation of the axes of the Unity world space, so I know that the 3D world is oriented relative to the camera. And it turns out that when in VR mode with a Google cardboard camera, the world revolves around the camera. I managed to hold the test device in a way, so it slows down and almost freezes, but I have no explanation for the effect yet.
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