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edwon
12 years agoProtege
Dev on Mac - a major pain in the a** - how to fix?
Ok, does anyone else find deving on the Mac with Oculus a major pain in the a**? If so do you have workarounds?
Right now the biggest issue for me is the fact that you need to have the Oculus set as your "main" display for most things to work, but the problem is, if it's your "main" display, windows are constantly popping up on the Oculus, which means you have to put the oculus on, find your mouse somewhere in there and drag the windows back, one at a time, every time. It's such a pain that I almost don't want to dev with Oculus right now. Using Windows is not an option.
Please help! Anyone have a solution for this? Oculus team, if your reading this, please add pass through support for Mac devs as soon as possible! Our eyes are dying from this process!!!
Right now the biggest issue for me is the fact that you need to have the Oculus set as your "main" display for most things to work, but the problem is, if it's your "main" display, windows are constantly popping up on the Oculus, which means you have to put the oculus on, find your mouse somewhere in there and drag the windows back, one at a time, every time. It's such a pain that I almost don't want to dev with Oculus right now. Using Windows is not an option.
Please help! Anyone have a solution for this? Oculus team, if your reading this, please add pass through support for Mac devs as soon as possible! Our eyes are dying from this process!!!
3 Replies
- naam00Honored GuestIs this with a DK1 or a DK2?
I use my home mac to play around (dev-wise) with my DK1, but sometimes use the DK2 at our studio with it as well. For both I have no trouble. During development (with Unity) I keep it as my secondary monitor, making sure the game view is maximized on it. DK2 needs to be rotated but OSX remembers that setting.
For trying out demos and builds, I simply switch on Display Mirroring from the menu bar, and let the Rift dictate the resolution.
I do need to stick to 0.4.2 for both the runtime and Unity integration, else Unity editor is giving me horrrrible framerates. But that is another issue.
Why do you need to run the rift as your primary monitor? I do have the occasional save dialog popping up on the rift because some window was active on it, but it functions perfectly fine as a secondary monitor here.
Cheers,
Naam - edwonProtegeI'm using DK2
I use the rift as the primary monitor because builds and apps usually run on the primary monitor. It's annoying to have to switch to mirroring, but if that's what I have to do so be it. I wish they would just add direct display mode for mac. - whitehexagonExplorerI found a small OSX terminal utility for switching monitors: hmscreens
I call this from my project at startup, and shutdown. Doesnt always work, ie. if my project crash, but then I have a couple scripts I can just call to switch manually.
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