This will be fixed in the next update. In the meantime, please use the workaround posted below:
This looks to be an issue introduced in 5.6. I'm not sure if this was an intended change in Unity or a regression. Until we have a resolution the following changes will correct this for users of the SDK.
diff --git a/GoogleVR/Legacy/Scripts/Internal/GvrEye.cs b/GoogleVR/Legacy/Scripts/Internal/GvrEye.cs
index 06e3692..8ce0021 100644
--- a/GoogleVR/Legacy/Scripts/Internal/GvrEye.cs
+++ b/GoogleVR/Legacy/Scripts/Internal/GvrEye.cs
@@ -210,6 +210,7 @@ public class GvrEye : MonoBehaviour {
stereoEffect = GetComponent<StereoRenderEffect>();
if (stereoEffect == null) {
stereoEffect = gameObject.AddComponent<StereoRenderEffect>();
+ stereoEffect.eye = eye;
}
stereoEffect.enabled = true;
} else if (stereoEffect != null) {
diff --git a/GoogleVR/Legacy/Scripts/Internal/StereoRenderEffect.cs b/GoogleVR/Legacy/Scripts/Internal/StereoRenderEffect.cs
index d7020b1..cb18c00 100644
--- a/GoogleVR/Legacy/Scripts/Internal/StereoRenderEffect.cs
+++ b/GoogleVR/Legacy/Scripts/Internal/StereoRenderEffect.cs
@@ -26,7 +26,9 @@ public class StereoRenderEffect : MonoBehaviour {
private Camera cam;
- private static readonly Rect fullRect = new Rect(0, 0, 1, 1);
+ private Rect fullRect;
+
+ public GvrViewer.Eye eye;
void Awake() {
cam = GetComponent<Camera>();
@@ -34,6 +36,7 @@ public class StereoRenderEffect : MonoBehaviour {
void Start() {
material = new Material(Shader.Find("GoogleVR/UnlitTexture"));
+ fullRect = (eye == GvrViewer.Eye.Left ? new Rect (0, 0, 0.5f, 1) : new Rect (0.5f, 0, 0.5f, 1));
}
void OnRenderImage(RenderTexture source, RenderTexture dest) {