This guide shows you how to use the Cardboard SDK for Android to create your own Virtual Reality (VR) experiences.
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- Google Cardboard Games
You can use the Cardboard SDK to turn a smartphone into a VR platform. A smartphone can display 3D scenes with stereoscopic rendering, track and react to head movements, and interact with apps by detecting when the user presses the viewer button.
Feb 19, 2019 Cardboard puts virtual reality on your smartphone. The Cardboard app helps you launch your favorite VR experiences, discover new apps, and set up a viewer. Try out a set of included demos as well. Earth: Fly where your fancy takes you on Google Earth. Tour Guide: Visit Versailles with a. Make sure your environment is configured for Android development. Refer to Unity's guide for Android SDK/NDK setup. Download the Google VR SDK for Unity. Download the latest GoogleVRForUnity.unitypackage from the releases page. The SDK includes the following demo scenes for Daydream and Cardboard. Cardboard puts virtual reality on your smartphone. The Cardboard app helps you launch your favorite VR experiences, discover new apps, and set up a viewer. Try out a set of included demos as well. Earth: Fly where your fancy takes you on Google Earth. Tour Guide: Visit Versailles with a local guide. Quickstart for Google Cardboard for Android NDK This guide shows you how to use the Cardboard SDK for Android to create your own Virtual Reality (VR) experiences. You can use the Cardboard SDK to turn a smartphone into a VR platform.
To get started, you'll use HelloCardboard, a demo game that demonstrates the core features of the Cardboard SDK. In the game, users look around a virtual world to find and collect objects. It shows you how to:
- Set up your development environment
- Download and build the demo app
- Scan the QR code of a Cardboard viewer to save its parameters
- Track the user’s head movements
- Render stereoscopic images by setting the correct view projection matrix for each eye
HelloCardboard uses the Android NDK. Every native method is:
- Bounded uniquely to a
HelloCardboardApp
class method, or - Creates or deletes an instance of that class
Set up your development environment
Hardware requirements:
- Android device running Android 5.0 'Lollipop' (API level 21) or higher
Software requirements:
- Android Studio version 3.4.1 or higher
- Android SDK 9 'Pie' (API level 28) or higher
- Latest version of the Android NDK frameworkTo review or update installed SDKs, go to Preferences > Appearance and Behavior > System Settings > Android SDK in Android Studio.
Download and build the demo app
HelloCardboard is built using a pre-built Protocol Buffers binary. Steps to build the binary from scratch can be found here.
- Run the following command to clone the Cardboard SDK and the HelloCardboard demo app from GitHub:
- In Android Studio, select Open an existing Android Studio Project, then select the directory wherethe Cardboard SDK and the HelloCardboard demo app were cloned into.Your code will appear in the Project window in Android Studio.
- To assemble the Cardboard SDK, double-click the assemble option in the Gradle tab.
- Run the HelloCardboard demo app on your phone by selecting Run > Run.. and select the
hellocardboard-android
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Scan the QR code
To save the device parameters, scan the QR code on the Cardboard viewer:
If the user presses 'SKIP' and there are no previously saved parameters, Cardboard saves Google Cardboard v1 (launched at Google I/O 2014) parameters.
Try the demo
In HelloCardboard, you'll look for and collect geodesic spheres in 3D space.
To find and collect a sphere:
- Move your head around in any direction until you see a floating shape.
- Look directly at the sphere. This causes it to change colors.
- Press the Cardboard viewer button to 'collect' the sphere.
Configure the device
When the user taps the gear icon to switch Cardboard viewers, the
nativeSwitchViewer
method is called. nativeSwitchViewer
calls CardboardQrCode_scanQrCodeAndSaveDeviceParams
, which opens the window to scan the viewer’s QR code. The viewer's lens distortion and other parameters are updated once the QR code is scanned.Head tracking
Create head tracker
The head tracker is created once in the constructor of
HelloCardboardApp
:When
VRActivity
is created, an instance of the HelloCardboardApp
class is generated by calling the nativeOnCreate
method:Pause and resume head tracker
To pause, resume, and destroy the head tracker,
CardboardHeadTracker_pause(head_tracker_)
, CardboardHeadTracker_resume(head_tracker_)
, and CardboardHeadTracker_destroy(head_tracker_)
must be called, respectively. In the 'HelloCardboard' app, we call them in nativeOnPause
, nativeOnResume
, and nativeOnDestroy
:Lens distortion
Every time Cardboard scans a new QR code, the following code reads the saved parameters and uses them to create the lens distortion object, which applies the proper lens distortion to the rendered content:
Rendering
Rendering content in Cardboard involves the following:
- Creating textures
- Getting view and projection matrices for the left and right eyes
- Creating the renderer and setting the distortion mesh
- Rendering each frame
Create textures
All content is drawn onto a texture, which is split into sections for the left and right eyes. These sections are initialized in
Note: The sample app uses a single texture for both eyes, but it is also possible to create a separate texture for each eye._leftEyeTexture
and _rightEyeTexture
, respectively.These textures are passed in as parameters to
CardboardDistortionRenderer_renderEyeToDisplay
.Get view and projection matrices for left and right eye
First, retrieve eye matrices for the left and right eyes:
Next, get the distortion meshes for each of the eyes and pass it to the distortion renderer:
Create the renderer and set the correct distortion mesh
The renderer needs to be initialized only once. Once the renderer is created, set the new distortion mesh for the left and right eyes according to the mesh values returned from the
CardboardLensDistortion_getDistortionMesh
function.Rendering the content
For each frame, retrieve the current head orientation from
CardboardHeadTracker_getPose
:Use the current head orientation with the view and projection matrices to compose a view projection matrix for each of the eyes and render content to the screen:
Use
November 6, 2019 update: CardboardDistortionRenderer_renderEyeToDisplay
to apply the distortion correction to the content, and render the content to the screen.- There's a new open source Cardboard SDK for iOS and Android NDK that offers a streamlined API, improved device compatibility, and built-in viewer profile QR code scanning. A corresponding Unity package (SDK) is planned for a future release. We recommend that all developers actively building for Google Cardboard migrate (iOS, Android NDK) to the new Cardboard SDK.
- The Daydream View VR headset is no longer available for purchase. However, you can continue to use the existing Google VR SDK to update and distribute your apps to the Google Play Store, and make them available to users in the Daydream app.
This guide shows you how to set up Google VR development with Unity and build ademo Daydream or Cardboard app for Android.
Set up your development environment
Hardware requirements:
- Daydream: You'll need a Daydream-ready phoneand a Daydream View.
- Cardboard: You'll need an Android device running Android 4.4 'KitKat'(API level 19) or higher and a Cardboard viewer.
Software requirements:
- Install Unity:
- Recommended version:LTS release 2017.4 or newer
- Minimum version for 6DoF head tracking: 2017.3
- Minimum version for smartphone: 5.6
Make sure that the Android Build Support component is selectedduring installation. - Make sure your environment is configured for Android development.Refer to Unity's guide forAndroid SDK/NDK setup.
Download the Google VR SDK for Unity
- Download the latest
GoogleVRForUnity_*.unitypackage
from thereleases page.The SDK includes the following demo scenes for Daydreamand Cardboard:Scene Description HelloVR Simple VR game in which you find and select a geometric shape KeyboardDemo Daydream: Shows keyboard input on a UI canvas PermissionsDemo Daydream: Shows a correct user permissions request flow VideoDemo Shows various ways to use stereo or 360° video through playback or remote streaming Hello6DoFControllers Demonstrates use of experimental 6DoF controllers
Import the Google VR Unity package
- Open Unity and create a new 3D project.
- Select Assets > Import Package > Custom Package.
- Select the
GoogleVRForUnity_*.unitypackage
file that you downloaded. - In the Importing Package dialog, click Import.Accept any API upgrades,if prompted.
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Configure settings
- Select File > Build Settings.
- Select Android and click Switch Platform.
- In the Build Settings window, click Player Settings.Configure the following player settings:
Setting Value Player Settings >XR Settings >Virtual Reality Supported Enabled Player Settings >XR Settings >Virtual Reality SDKs Click + and select Daydream or Cardboard Player Settings >Other Settings >Minimum API Level Daydream:
Android 7.0 'Nougat' (API level 24) or higher
Cardboard:
Android 4.4 'KitKat' (API level 19) or higherPlayer Settings >Other Settings >Package Name Your app's package identifier
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Preview the demo scene in Unity
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- In the Unity Project window, go to Google VR >Demos > Scenes. Open the HelloVR scene.
- Press the Play button. In the Game view you should see arendered demo scene.Note that although the scene here is monoscopic, the rendering on yourphone will be stereo. Unity might display this warning message as areminder:Virtual Reality SDK Daydream is not supported in Editor Play Mode.Please Build and run on a supported target device.Will attempt to enable None instead. Ccloud tv download for android.
- Daydream: (Optional) You can use a physical Daydream controller insteadof simulated controls while in play mode in the editor. To do this, useInstant Preview.
- Interact with the scene using simulation controls:
Type Simulated action What to do Head movement Turn your head Hold Alt + move mouse Tilt your view Hold Control + move mouse Cardboard input Button press Click anywhere in the Game view Daydream input Change controller orientation Hold Shift + move mouse Click touchpad button Hold Shift + click left Click app button Hold Shift + click right Click home button to recenter Hold Shift + click middle Touch the touchpad.
To see the controller, tilt your view downHold Control Change the touch position on the touchpad.
To see the controller, tilt your view downHold Control + move mouse
Prepare your device
To prepare your supported device, enable developer options and USB debugging.
Build and run the demo scene on your device
- Connect your phone to your computer using a USB cable.
- Select File > Build and Run.Unity builds your project into an Android APK, installs it on the device,and launches it.
- Put the phone in your viewer and try out the demo.
Next steps
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For more details on building Daydream apps in Unity, see: