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Can't View Canvas in Daydream VR

Discussion in 'AR/VR (XR) Discussion' started by VicariousAlex, Aug 3, 2016.

  1. VicariousAlex

    VicariousAlex

    Joined:
    Aug 3, 2015
    Posts:
    5
    Hi,

    I'm just getting started with Daydream development, and I can't seem to get UI canvases to show up. They look fine in the Main camera, but in the VR camera it's almost like they're not there.

    I saw that they have a canvas in the Controller Demo, but even that doesn't seem to show up.

    Does anyone have any ideas?

     
  2. Akshara

    Akshara

    Joined:
    Apr 9, 2014
    Posts:
    100
    Hello,

    Yes, though this is an informed guess as I am on the same path as you... on the Google VR SDK for Unity Release Notes page, under the Known Issues in the 0.8.0 Initial Release section, there is the following note:
    Google still considers this a Current Known Issue and links to it at the top of the page, even though the following discussion suggests that it may be fixed in Unity 5.3.5p5 and later...

    http://forum.unity3d.com/threads/world-canvas-not-displaying-on-cardboard.396425/

    I have decided to stay with 5.3.3f1 for Daydream development until Unity releases their native integration, because according to the ProjectVersion.txt file in the DaydreamLabsControllerPlayground sample project, that project was built using Unity 5.3.3f1 - plus it seems like Google is waiting too, as it has been over a month since their last SDK update.

    Hopefully that helps. And hopefully we will hear something about the native integration soon.

    Kind regards
     
    VicariousAlex likes this.
  3. VicariousAlex

    VicariousAlex

    Joined:
    Aug 3, 2015
    Posts:
    5
    Thanks Akshara,

    This is actually super helpful. Our team is making a decision on how to handle text and UI today, and this makes me feel a lot better about continuing with the canvas system.

    Fingers crossed they fix this issue soon.
     
    Akshara likes this.
  4. ScottF

    ScottF

    Vice President, Platforms

    Joined:
    Jul 31, 2013
    Posts:
    96
    This issue was fixed in 5.3.6 however we did just recently get in a new bug that *possibly* this fix has introduced a new memory leak so might be best to hang tight a bit longer.
     
    VicariousAlex likes this.
  5. PolySean

    PolySean

    Joined:
    Aug 9, 2016
    Posts:
    2
    Hi Scott, has this memory leak been resolved? I'm using 5.3.6p2, and using the Google VR SDK still results in memory leaks. Thanks
     
    Last edited: Aug 9, 2016
    VicariousAlex likes this.
  6. ScottF

    ScottF

    Vice President, Platforms

    Joined:
    Jul 31, 2013
    Posts:
    96
    This issue is fixed and will be released in patches for both 5.4 and 5.3, however if you are using the cardboard plugin you can work around the memory leak for now.

    In stereoController.cs OnPreCull comment out `cam.enabled = false`. The issue is that if the camera is not active at the end of the frame its resources wont be freed. This problem will be resolved in Unity going forward.
     
    neverbetterthanlate and Ayo-Lin like this.
  7. Ayo-Lin

    Ayo-Lin

    Joined:
    Oct 30, 2014
    Posts:
    7

    Hi Scott, Is 5.3 patch released?
    I'm considering to use 5.3.3, or should I wait the patch for 5.3.6?

    Thanks for your reply!