Comments (6)
Did you follow step 4 on your Unity generated Xcode project? Make sure all the CardboardSDK .m
and .mm
sources files are part of your project target in Xcode.
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Yes sir. Here are screenshots of steps 4, 5 & 6.
FWIW, I only see the Target Membership setting on the CardboardSDK folder, not each file under it.
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Ah, I figured it out. Needed to select Group instead of Folder Reference in step 4. Thanks for the pointer.
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Great! Cheers.
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If you happen to do any improvements on the Unity side, please feel free to contribute them back. Noticeably: we are missing magnetic trigger support from Unity right now. I think it shouldn't be too difficult to implement.
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I had to replace all occurrences of ".x" ".y" and ".z" with ".v[0]" ".v[1]" and ".v[2]" respectively. It seems that the GLVector3 that was begin used, only generated the v array and not the xyz, rgb and others.
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Related Issues (20)
- Cardboard renders to black when switched to VR Mode with uGUI HOT 2
- Undefined symbols for architecture armv7: "_CTFontGetGlyphsForCharacters" ... in libGoogleKitCore.a(GoogleKitCore.o) HOT 2
- Swift support HOT 1
- MagnetSensor cannot detect the cardboard trigger on iOS xcode 7.0.1, iOS 9.0.1, iPhone 6 HOT 1
- Use CardboardSDK-iOS with equirectangular images HOT 1
- Headtracker glitching on iPhone 6 HOT 2
- Designated Initializer to use CDBViewController via Storyboard HOT 2
- Way for using any 3d engine such as SceneKit or Cocos2dx HOT 1
- Prepare for update to SceneKit version? HOT 7
- iOS9: Scenekit + Spritekit only renders on right eye HOT 7
- can not full screen in 6 plus/6s plus HOT 2
- How could I add a sphere inside the virtual world? HOT 1
- Assertion failure HOT 1
- SlateVideo360: play video with cardboard sdk
- ipad4 with ios8.1 play a low Clarity video is a ball and Mosaics
- how to read custom Cardboard Profile and Read QR code HOT 2
- how to create a vr view for ios app
- Typedef redefinition with different types...
- #include <cmath>
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