By Ruiqi Mao
GoogleVR for Unity 3D is a Unity plugin that allows it to support Google's VR platforms. GoogleVR consists of two VR platforms: Google Cardboard and Google Daydream.
For more information on each of the two platforms that GoogleVR supports, see the Google Cardboard and Google Daydream pages.
The latest version of the GoogleVR asset can be downloaded at
https://github.com/googlevr/gvr-unity-sdk/releases
OS: Windows 7 SP1+, 8, 10, 64-bit versions only; Mac OS X 10.9+
CPU: SSE2 instruction set support
GPU: Graphics card with DX10 (shader model 4.0) capabilities
Android version 4.1+
iOS 8.0+
Android version 7.0+
Google Cardboard has substantially more compatible devices, and due to its lower minimum required Android version, the devices it is compatible with are significantly cheaper, and thus easier to obtain. On the other hand, Google Daydream currently only runs on premium flagship devices, which can be much more difficult to obtain.
The development machine requirements for both Google Cardboard and Google Daydream are the same, as listed in the previous section.
The minimum target system requirements for Google Daydream are significantly higher than those for Google Cardboard, as Daydream applications are more intensive and thus require more power. Currently, only high-end devices are capable of running them.
Additionally, Google Daydream is only available on Android devices, as opposed to Google Cardboard, which supports both Android and iOS.
GoogleVR supports all features of both Google Cardboard and Google Daydream.
Google Cardboard is significantly easier to develop for than Google Daydream. All development for Google Cardboard can be done on the development machine without the need for an actual target device to test on.
On the other hand, Google Daydream has many more components involved in development. It does not strictly require a target device to test, as it is technically possible to use the mouse to emulate the controller pointing. However, any advanced movement with the controller does require a target device to be connected to the development machine, with the controller state being propagated through the target device to the development machine.
GoogleVR for both Google Cardboard and Google Daydream supports Instant Preview, which allows the user to test applications on target devices without the need to recompile the application every time by simply streaming the output to the device instead.