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Chaoss
13 years agoExpert Protege
Next version of Unity SDK Wishlist
What would you like to see added/fixed/changed in the next version of the SDK?
Personally I'd like to see the following
* Detect what display the Rift is on and automatically launch it on the Rift's display.
* For the 2 views to go all the way to the edge of the display, currently there is a lot of 'wasted' space and I can see the edge, UDK doesn't do this and the SourceSDK implementation is configurable.
* Polish the calibrate/profile tool and add a contrast and brightness component to it.
* Add aim/movement modes to the controller prefab
* Create a script or component so that when we 'play' our demos/games from within Unity the display gets sent to the Rift automatically, meaning we don't have to make a build every time we wish to test something.
Personally I'd like to see the following
* Detect what display the Rift is on and automatically launch it on the Rift's display.
* For the 2 views to go all the way to the edge of the display, currently there is a lot of 'wasted' space and I can see the edge, UDK doesn't do this and the SourceSDK implementation is configurable.
* Polish the calibrate/profile tool and add a contrast and brightness component to it.
* Add aim/movement modes to the controller prefab
* Create a script or component so that when we 'play' our demos/games from within Unity the display gets sent to the Rift automatically, meaning we don't have to make a build every time we wish to test something.
11 Replies
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- BecomingHonored Guest
"Chaoss" wrote:
* For the 2 views to go all the way to the edge of the display, currently there is a lot of 'wasted' space and I can see the edge, UDK doesn't do this and the SourceSDK implementation is configurable.
Yeah, that would be great! +1 - drashHeroic ExplorerI agree with the need to fill up more of the display. With Unity 4.2+ that hopefully may now be possible!
"Chaoss" wrote:
* Create a script or component so that when we 'play' our demos/games from within Unity the display gets sent to the Rift automatically, meaning we don't have to make a build every time we wish to test something.
If you don't need it to be perfect and you're using a splitter or otherwise duplicating your display onto the Rift, you can just set the Game window to "Maximize on Play". If you need it to completely fill your screen or you're extending your display, there's a couple of different solutions in this thread: viewtopic.php?f=37&t=2456 - InfiniteHonored Guest
"Chaoss" wrote:
What would you like to see added/fixed/changed in the next version of the SDK?
Personally I'd like to see the following
* Detect what display the Rift is on and automatically launch it on the Rift's display.
* For the 2 views to go all the way to the edge of the display, currently there is a lot of 'wasted' space and I can see the edge, UDK doesn't do this and the SourceSDK implementation is configurable.
* Polish the calibrate/profile tool and add a contrast and brightness component to it.
* Add aim/movement modes to the controller prefab
* Create a script or component so that when we 'play' our demos/games from within Unity the display gets sent to the Rift automatically, meaning we don't have to make a build every time we wish to test something.
+1 on these.
Some great ideas.
Something that might be good would be a free roaming flying camera tool. OVR style, built in that is configurable. - PsyQoHonored Guest
"Chaoss" wrote:
* Detect what display the Rift is on and automatically launch it on the Rift's display.
This so much! - Mrob76oHonored GuestI would like the option to switch off the oculus from rotating the player controller in the y axis AND still be able to control the y axis with the hand controller (in my case the thumb stick on the razer hydra).
I don't seem to be able to see a jump option but that may be just me not looking hard enough.
Also i don't if I'm doing anything differently from everyone else but i can run my game in the editor on the rift no problems at all. i just click the "maximize on play" option and set the aspect to Free Aspect and it seems to work fine just hitting play in the editor. - VRKnightExplorer"Something that might be good would be a free roaming flying camera tool. OVR style, built in that is configurable."
This is actually what I´m looking for built in style or not, do you have any idea how to make it or get it somewhere? Im totally new to Unity but I really need to be able to fly a round and look at things :)
Thanks for all help! - cyberealityGrand ChampionYou can make a free-cam by taking a normal unity free flying camera controller and placing the OVRCameraController inside of it. You will probably also have to set the "FollowOrientation" parameter of the OVRCameraController to the parent object (the free cam).
- boone188Honored GuestI would like to see the in-Rift editing feature I'm working on get added, but it wouldn't be done in time. It is possible that it could be a separate package anyways.
- FelixsHonored GuestThe "preview the rift inside unity" script
viewtopic.php?t=2456
The rift skyboxes would also be good to be included. - virrorExplorerWhy do you need to make a build everytime you want to test something?
I just launch it in Unity with "max screen" and it works perfectly.
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