07. A Little More Feedback!

A Little More Feedback!

Please Note the Following

  • At 0:10 minutes into the video, when the instructor shows the GvrAudioSource component on the orb, the Play On Awake is shown as checked, however, it should be unchecked to prevent the audio from playing automatically when the game loads.
  • At 1:09 minutes into the video, the instructor un-parents the failAudioHolder from the Play gameobject. This step is not necessary, and you may leave it as a child of the Play gameobject. The important part is that it's positioned at the same position as the Play gameobject so the audio source is located at the play point.
  • The GvrViewerMain prefab you see in the Hierarchy during the videos no longer exist in GoogleVR Unity SDK and is now represented by the GvrEditorEmulator prefab.
  • The Main Camera you see in the Hierarchy during the videos will typically be nested as a child of the GvrEditorEmulator prefab.
  • The GvrReticle prefab you see in the Hierarchy during the videos has been renamed GvrReticlePointer.
  • The GazeInputModule script no longer exist in GoogleVR Unity SDK and we recommend using the GvrEventSystem prefab instead of the default Unity EventSystem because this prefab already has the required script components.
  • The stereoscopic view you see in the video while in Game mode is no longer rendered in the Unity Game view due to changes to GoogleVR Unity SDK. However, you can still use Alt + Move Mouse to simulate head rotation and Ctrl + Move Mouse to simulate head tilt.
  • If you find that Alt + Move Mouse and Ctrl + Move Mouse does not respond once you have entered Game mode, it's most likely because the Unity project is using GoogleVR Unity SDK version 1.6. For this versions of GoogleVR Unity SDK the head rotation and tilt simulation does not work while using Unity desktop platform mode. Therefore, you need to use a mobile platform, by going to File > Build Settings... and switching to either iOS or Android platform in the Build Settings popup window.
  • In general, the camera should be nested under a parent gameobject, for example, the GvrEditorEmulator prefab, and have a local position and rotation of 0, 0, 0. To reposition the camera, the parent gameobject should be repositioned and the camera itself should keep its local position and rotation of 0, 0, 0.