Hello, I’ve been having issue with a scene made for GoogleVR. Basically the GoogleVr plugin (and it only, I’ve tried several ways to go about it) makes tiling textures impossible when the packaging is done, whenever I try it on the phone (a nexus 5x) the texture is only shown once, the right size for one instance of it, and then the borders are padded all over the rest of the mesh. I checked everything, my textures are properly sized and compressed, the issue isn’t present when not using the plugin, and I’m using the right packaging for this specific phone. I even tried using the plugin on another project and had the same issue.
I tried to add it to a blank project, with no content other than the two textures.
As for blueprints, I haven’t used any, this is just a basic scene with only baked lights for now. As for the materials, they’re just a simple material with a diffuse map, a normal map, and a" texture coordinate" node, I tried using custom UVs for the material like some users suggested on similar issues but it didn’t change anything.
Here are screenshots on the issue. It doesn’t show up in the editorm only on mobile. The issue also doesn’t affect textures that don’t need tiling, nor does it happen if the plugin is disabled.
Thank you for the additional information. However, could you provide a sample project that reproduces this issue so that we could run a few tests on our end and make sure we are on the same page?
The tiling issue described appears to be working as intended. For some devices you cannot have UVs that are outside the 0,1 space otherwise anything outside of it will have the stretch UVs/Texture like you see here. Best to just keep everything in the 0,1 space.
I’ve tested a project with and without GoogleVR plugin on my Nexus 5. With it, tiled textures are stretched. Everything is fine on the phone without GoogleVR. So it’s definitely a problem with the plugin.
I’ve checked with the VR team and this is a known issue with the version of the GoogleVR SDK in 4.12. We will be getting a new version integrated in 4.13.
Yaaaay! Thanks a lot for that news! That’s an amazing plugin and we’re already creating a product that uses it. We’ll happily wait for 4.13. Is there an ETA already? Thanks again!
I was having the same issue deploying to HTML5, and my searches led me here, and im going to leave my solution, in case someone else is having the issue and cant find a solution. You need to make your textures power of 2, and set the mip gen settings as “FromTextureGroup”, instead of the “noMipMaps” you are forced to chose for non power of 2 textures.