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robotloveskitty
11 years agoHonored Guest
NonVR windowed + Direct\Extended VR mode in the same build?
Our game Legend of Dungeon has an awesome VR mode... but it's a serious pain to use.
I am using sdk 0.4.4
Every time I go to build the project, something in the OVR sdk resets D3D11 Force Exclusive Mode to enabled. Which is probably great in most cases as I can't get the rift build to work without it.... but it also completely disables windowed mode, which a lot of our players like.
How do I get Windowed mode, Extended mode and Direct mode all working from one build?
I know I can make a shortcut on my machine and force D3D11, but I can't distribute it like that.
I am using sdk 0.4.4
Every time I go to build the project, something in the OVR sdk resets D3D11 Force Exclusive Mode to enabled. Which is probably great in most cases as I can't get the rift build to work without it.... but it also completely disables windowed mode, which a lot of our players like.
How do I get Windowed mode, Extended mode and Direct mode all working from one build?
I know I can make a shortcut on my machine and force D3D11, but I can't distribute it like that.
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- TtakalaHonored GuestI experience similar crashes as robotloveskitty in my game, both with OVR 0.4.4 and 0.5.0.1: "it no longer accepts input, [...] frozen screen, with the in game music still playing in the background. Pressing alt-f4 does nothing."
Only going to Task Manager and stopping the process can quit the game.
I sometimes get this crash when I first run the game after Windows reboot. The game would always work on the second try after the crash. I consistently get the crash via following method: 1) I change display resolution to a smaller size in Windows settings. 2) I start the game, and it usually works. 3) I change display resolution to a bigger size in Windows settings. 4) I start the game again and it crashes with 100% certainty.
I'm not changing the game window resolution at all in my scripts, but it is probably related to that, because as I recall Unity standalone builds automatically start with the same resolution that the previous run instance had and changes the resolution after the start to adjust to the new Windows/standalone resolution settings.
Unity logs don't reveal anything about where the crash occured, but occasionally I've gotten a crash dump that suggests that the crash occurred somewhere in OVR_setviewport etc.
This happens when Rift is not connected (can't remember if it happens when rift is connected), and occurs even if Oculus Runtime is not installed. I have D3D11 Force Exclusive mode enabled, and I have a script that disables OVRManager component before its Start() function is run, effectively doing the same as changing OVRManager.Start to "OnEnable".
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