I noticed, that when you want to switch fron VR view to fullscreen view on iOS, than GoogleVR UI doesn’t dissapear, so the line, settings button and back arrow always on screen.
This is actually was postet here: GoogleVR layout visible if stereo is off on iOS - XR Development - Unreal Engine Forums
All methods, that are posted below the post don’t work.
To reproduce the issue:
- Create first person template blueprint project
- Enable GoogleVR plugin
- Restart editor
- Set the blueprint function “Enable HMD (false)” in level blueprint to any input you want. I did with Touch event.
- Package on iOS Development build
- Run the application
- Launch “Enable HMD (false)” by the way you have set
- See, that stereo rendering is off, black overlay dissapeared, but Google UI is still on the screen
Expected: VR mode switches to fullscreen, Google UI fully dissapears from screen
Result: VR mode switches to fullscreen, but Google UI is still on the screen. (white back arrow, settings button and vertical line at the center of the screen)
So I have been searching for some workarounds, and it seems, that any manipulations with setHidden methods don’t work. Here is an example from original post GoogleVR layout visible if stereo is off on iOS - XR Development - Unreal Engine Forums
NSArray* subviews = [[IOSAppDelegate GetDelegate].IOSView subviews];
for (UIView* childView in subviews)
{
if ([childView isKindOfClass : [GVROverlayView class]] == YES)
{
// Get overlayView
GVROverlayView* overlayView = (GVROverlayView*)childView;
// stereo off/on
[overlayView setHidden:YES/NO];
break;
}
}
If somebody found the way to solve this problem, or found a working workaround for 4.16 engine version - I’ll very appreciate if you share this.
With this bug, Apple rejects the application and I can’t publish my application to AppStore. They also reject the app if it doesn’t have VR switch option which lets users to play without VR glasses. So this is important problem.