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guillps
11 years agoHonored Guest
Enable Oculus cam in application
Hi all,
Here's the reason I'm posting on the forum (hope this is the correct section) :
I'm upgrading a Unity project involving DK1 into DK2. In this project, the user starts with a normal Unity camera and at one specific step, puts the Oculus Rift on. It isworking perfectly with DK1 but I'm having trouble making it work with DK2.
I tried using the monoscopic attribute, but the screen render keeps displaying the Oculus lenses view. Also, I tried switching to the Extended Desktop mode, but with no success so far (app freezes if I set the Left and Right viewports to 50% width. If possible, I'd like to stay with the DirectToRift launch method.
Thanks a lot.
Here's the reason I'm posting on the forum (hope this is the correct section) :
I'm upgrading a Unity project involving DK1 into DK2. In this project, the user starts with a normal Unity camera and at one specific step, puts the Oculus Rift on. It isworking perfectly with DK1 but I'm having trouble making it work with DK2.
I tried using the monoscopic attribute, but the screen render keeps displaying the Oculus lenses view. Also, I tried switching to the Extended Desktop mode, but with no success so far (app freezes if I set the Left and Right viewports to 50% width. If possible, I'd like to stay with the DirectToRift launch method.
Thanks a lot.
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- cyberealityGrand Champion
- guillpsHonored GuestWorked like a charm. Thanks.
- guillpsHonored GuestI have one more question about my problem.
Are there any precise settings inside the Unity project that can cause the solution above not to work ? Cause I tried it in a new, empty project, and it worked perfectly as I said.
But when I put it inside an existing project (the one I'm trying to upgrade from DK1 to DK2), it's not working at all : the Oculus cam prefab instance is created but the screen remains black and empty. I tried both in "DirectToRift" and "ExtendedDesktop" modes (switching the Rift config) but the results are still the same : it works in my test project, and doesn't in my "real" project.
Any help about my problem would be greatly appreciated as I'm starting to run out of solutions for this project.
Thanks. - drashHeroic ExplorerSome potential causes of black screen that I'm aware of:
Not having DX11 enabled in Player Settings.
Having MSAA on while using deferred rendering. (I think this has been addressed in 0.4.3.1, though)
A stray camera from a previous version of the integration that draws nothing (culling mask = nothing). Try typing "t:Camera" in your search bar above your Hierarchy to see all the cameras in your scene.
Hope something in there leads to finding the problem. If all else fails, drag a brand new OVRCameraRig into your project and get rid of the old camera setup.
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