When the user moves the head this means that the phone in the HMD also moves and there are sensors that can detect the direction of the phone so that the image can update correctly. Also to note that the HMD has a button that can be clicked and trigger an action.
In early 2019, in order to implement both of the above mentioned functionalities (look around and click), stared by configuring Settings > Player > XR Settings and add Cardboard as Virtual Reality SDK. Then, I’ve used the prefab GVR Editor Emulator. It was basically going to this link, download Google VR SDK for Unity, drag it into Unity and import.
Once the import finished, it’s possible to see in Assets a folder named Google VR. The prefab can be found then under Assets > Google VR > Prefabs > GvrEditorEmulator, copy and paste in our scene.
Now, more than 1 year after, when I go to the GvrEditorEmulator page, can see
November 6, 2019 update:
- There’s a new open source Cardboard SDK that offers a streamlined API, improved device compatibility, and built-in viewer profile QR
code scanning. We recommend that all developers actively building for
Google Cardboard migrate to the new Cardboard SDK: iOS, Android NDK,
Unity XR Plugin (SDK)
What changes in the process considering this update?