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I followed the quickstart-guide from Google to run the cardboard-app. After hitting build & run, the app starts on my Android Phone, the Unity Intro shows, the HelloCardboard-Scene shows up but the camera doesn't move and I only have one screen (instead of the two for the Cardboard-goggle).
Logcat shows the following errors:
DllNotFoundException: Unable to load DLL 'GfxPluginCardboard'. Tried the load the following dynamic libraries: Unable to load dynamic library 'GfxPluginCardboard' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen failed: library "GfxPluginCardboard" not found
at Google.XR.Cardboard.XRLoader.CardboardUnity_initializeAndroid (System.IntPtr context) [0x00000] in <00000000000000000000000000000000>:0
at Google.XR.Cardboard.XRLoader.CardboardSDKInitialize () [0x00000] in <00000000000000000000000000000000>:0
at Google.XR.Cardboard.XRLoader.Initialize () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.XR.Management.XRManagerSettings.InitializeLoaderSync () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.XR.Management.XRGeneralSettings.InitXRSDK () [0x00000] in <00000000000000000000000000000000>:0
[Plenty of those errors as long as the app is running:] Please initialize Cardboard XR loader before calling this function.
Adding an if-statement according to this to the CardboardStartup.cs on Api.UpdateScreenParams(); did not work.
SMARTPHONE (please complete the following information):
Device: Pixel 6
Android 14
STEPS TO REPRODUCE THE ISSUE
Follow the Quickstart-Guide
Hit Build and Run
EXPECTED BEHAVIOR
I'd expect that when the app starts on my smartphone, I'd be able to look around by moving the smartphone. Also I'd expect the screen to be split in two to be compatible with the cardboard-goggle.
VERSIONS USED
Cardboard XR Plugin 1.26.0
If you are using Cardboard XR Plugin:
I tried with Unity Versions:
2022.3.50f1
2021.3.45f1
6000.0.23f1 (this one didn't get as far as the other ones. It crashed before the Unity-Logo loaded)
Select in which graphics API you can reproduce the bug.
[ x ] OpenGL ES3
[ x ] Vulkan
LINK TO A REPOSITORY WITH CODE TO REPRODUCE THE BUG
Yes facing the same issue the vr works fine at the splash screen for unity but then it freezes if any fix is found please let me know. Also is it possible to try out an older version on cardboard?
We’ve tried to replicate the problem using different Android devices. But unfortunately we couldn’t reproduce the bug.
In order to allow us to reproduce this issue, could you please answer the following items?
Did you experiment the reported behavior on a different device?
Could you please share your device's fingerprint?
You can get it by running the following command in the terminal with the device connected to your computer. adb shell getprop ro.build.fingerprint
Please share the required steps to expose the issue with us being as precise as possible so as to be sure that we get the same configuration as you do. Even if you just followed the quickstart, please list the steps you performed.
A simple Unity project where this issue is depicted would also be very helpful.
SPECIFIC ISSUE ENCOUNTERED
I followed the quickstart-guide from Google to run the cardboard-app. After hitting build & run, the app starts on my Android Phone, the Unity Intro shows, the HelloCardboard-Scene shows up but the camera doesn't move and I only have one screen (instead of the two for the Cardboard-goggle).
Logcat shows the following errors:
DllNotFoundException: Unable to load DLL 'GfxPluginCardboard'. Tried the load the following dynamic libraries: Unable to load dynamic library 'GfxPluginCardboard' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen failed: library "GfxPluginCardboard" not found
at Google.XR.Cardboard.XRLoader.CardboardUnity_initializeAndroid (System.IntPtr context) [0x00000] in <00000000000000000000000000000000>:0
at Google.XR.Cardboard.XRLoader.CardboardSDKInitialize () [0x00000] in <00000000000000000000000000000000>:0
at Google.XR.Cardboard.XRLoader.Initialize () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.XR.Management.XRManagerSettings.InitializeLoaderSync () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.XR.Management.XRGeneralSettings.InitXRSDK () [0x00000] in <00000000000000000000000000000000>:0
[Plenty of those errors as long as the app is running:] Please initialize Cardboard XR loader before calling this function.
Adding an if-statement according to this to the CardboardStartup.cs on Api.UpdateScreenParams(); did not work.
SMARTPHONE (please complete the following information):
STEPS TO REPRODUCE THE ISSUE
EXPECTED BEHAVIOR
I'd expect that when the app starts on my smartphone, I'd be able to look around by moving the smartphone. Also I'd expect the screen to be split in two to be compatible with the cardboard-goggle.
VERSIONS USED
Cardboard XR Plugin 1.26.0
If you are using Cardboard XR Plugin:
I tried with Unity Versions:
2022.3.50f1
2021.3.45f1
6000.0.23f1 (this one didn't get as far as the other ones. It crashed before the Unity-Logo loaded)
Select in which graphics API you can reproduce the bug.
LINK TO A REPOSITORY WITH CODE TO REPRODUCE THE BUG
https://github.com/googlevr/cardboard
SCREENSHOTS
ADDITIONAL CONTEXT
I really hope, I phrased this well. Thanks a lot in advance for reading and caring! :)
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