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pitterbrad
11 years agoHonored Guest
dk2 didn't work in Unity3d
Unity3D version: 4.5.1 pro
sdk version: 0.4.2beta
operating system: win7 pro
I just bought a new oculus rift dk2 few days ago to replace the dk1 device.
Then i setup the oculus runtime for windows and i set the display mode as the direct HMD access from apps.
Then i download the oculus unity 4 pro integration and add the two unitypackages into a new project and run the tuscanydemo scene in the package. However, the oculus can't lighten the screen like the other apps but in unity the scene can detect the device and the head tracking is worked.
i build this scene as an exe file, it sill didn't worked.
how can i use my dk2 in the unity3d development?
urgent, thanks a lot.
sdk version: 0.4.2beta
operating system: win7 pro
I just bought a new oculus rift dk2 few days ago to replace the dk1 device.
Then i setup the oculus runtime for windows and i set the display mode as the direct HMD access from apps.
Then i download the oculus unity 4 pro integration and add the two unitypackages into a new project and run the tuscanydemo scene in the package. However, the oculus can't lighten the screen like the other apps but in unity the scene can detect the device and the head tracking is worked.
i build this scene as an exe file, it sill didn't worked.
how can i use my dk2 in the unity3d development?
urgent, thanks a lot.
2 Replies
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- hash280689Honored GuestHave you tried building your project with Direct x 11 enabled? Also if you run the Unity editor in DX11 mode, the Oculus Rift will mirror onto the game view. The problem I have had is that if you resize the game window at any point, it stops working. Some thing they need to fix I'm afraid.
After building your application (in dx11), run the 'Direct to Rift' exe. It should work - AnonymousThats how we do it, DX11, exporting everytime and running direct to Rift in Direct to rift screen mode. Reminds me of AAA development,but that was worse with 15min-30min build times :p
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