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DrowningMonkeys
10 years agoHonored Guest
Can't test Oculus in the Unity Editor any longer as of 0.6.0
Hello,
Is this on purpose? I now get the following error when i launch my game in the editor:
This has made it monstrously hard to test the UI in my game. Is there a new methodology i need to be following?
Is this on purpose? I now get the following error when i launch my game in the editor:
VR direct mode rendering is not supported in the editor. Please use extended mode or build a stand-alone player.
This has made it monstrously hard to test the UI in my game. Is there a new methodology i need to be following?
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- cyberealityGrand ChampionDirect Mode is not supported while testing within the Unity editor. You would either have to use Extended Mode, or build a standalone executable for the game.
- DrowningMonkeysHonored GuestIn version 0.5.0 i could still test in the editor, and you could see the two lenses side by side, and when moving the headset the camera would move. Why has this changed? It is now suddenly much, much, harder to test games in the editor before building.
- EDIT - Also, when switching to extended mode, i get the following error:Unable initialize VR. Please make sure the runtime is installed and running and a VR display is attached.
Not sure why this is happening, i most definitely have the latest runtime installed and restarted the machine. - cyberealityGrand ChampionWhat version of Unity are you using?
When you are in Extended Mode, you can just drag the play window onto the Rift screen and maximize it. You would click the square icon on the top right of the play window (do not use 'maximize on play').
I'm not sure about that error. Is that in the Unity console? If you test the Config Util does it show the Oculus Rift as connected and active? Can you run the demo scene? - DrowningMonkeysHonored Guest
"cybereality" wrote:
What version of Unity are you using?
4.6.5f1 (latest is 4.6.5p2)When you are in Extended Mode, you can just drag the play window onto the Rift screen and maximize it. You would click the square icon on the top right of the play window (do not use 'maximize on play').
Let me try that and get back to you.I'm not sure about that error. Is that in the Unity console? If you test the Config Util does it show the Oculus Rift as connected and active? Can you run the demo scene?
Yes, that is in the console. The oculus works fine under normal conditions, like running an executable (in direct mode). When I open the sample scenes (the ones with all the cubes) i get the same error as stated previously - DrowningMonkeysHonored GuestOk, good news. I deleted everything OVR from the project and reimported, everything is more or less back to normal. Going to extended mode to test works as well, thanks for that.
- cyberealityGrand ChampionGreat!
- PoddenProtegePretty poor choice shutting down DIrect Mode in the editor completly. Before, I could at least use the rift to look around without strapping it on. Extended mode is so annoying since every new window pops up on the DK2 screen :(.
I would like to make a proposal as compromise: In Direct2Rift Mode Distortion is off (camera in 2D Mode) but the tracking works normal. I would find that very helpful for bugfixing and testing as i often move the rift around to see my gameworld on the monitor without actually wearing it.
Until then, I'll stick with OpenVR for now :oops: - wrstlprmpftHonored GuestI agree with Podden. Being able to see the effect of Tracking in the editor while the headset is in Direct Mode makes development a lot easier!
Is there a valid technical reason for disabling the tracking in the editor when direct mode is set?
Right now, you have to set the headset to extended mode for developing, even if you don't want to put the headset on and only see the display on your monitor. When you build an executable you need to set it to direct, check the executable and go back to extended for the editor afterwards... - MikeFTrusteeHas anyone been able to get tracking to work in editor without having the display of the rift turned on?
In extended mode i can only get tracking information when my secondary monitor is unplugged (i.e rift display turned on)
Older sdk versions had no problem getting readings with the rift turned on but no display activated (just a yellow light) - vfergusonExpert ProtegeI'm getting this behavior on a brand new project, just importing the 0.6.0 package and throwing in a few basic cubes and an OVRCameraRig for something to compare against.
For quick tests, it's essential to be able to move the Rift to look around in the editor in Direct Mode. We don't need to be able to see anything in the Rift; for that we're happy to build a standalone executable. Using Extended Mode is a pain because other windows may spawn there; we spend too much time dragging things around and switching resolution/disabling monitors when turning the Rift on/off.
Unfortunately, removing this functionality slows down our iteration time considerably. Is it something that Oculus is open to fixing?
Edit: forgot to mention that I've tested this in Unity 5.0.0p1, 5.0.2f1, and 5.1.0f2.
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