I use Unity 5.4.2f2-GVR12 and Google VR SDK 1.10. In my player settings, the Virtual Reality Supported is given None, Cardboard and Daydream. If I change the loaded device by UnityEngine.VR.VRSettings.LoadDeviceByName with "daydream", the Pixel phone always gets a lag spike, especially rotating the headset. Is there anyway to resolve this?
Have you checked the Unity profiler to see where the time is being spent during the spike? We've tested entering and exiting VR mode via VRSettings.LoadDeviceByName and haven't seen any _performance_ related issues. There is a known issue of a memory leak in the Google SDK which is being fixed.
I have checked the Unity profiler and there is no latency. But the black mask is still shaking in VR mode during I am looking around. Like this: P.S. The reticle pointer has the same problem.
The black mask moving around is expected when running in daydream mode. This is asynchronous reprojection.