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vrdaveb
10 years agoOculus Staff
Oculus Utilities for Unity 0.1.0 Beta released
We have released the Oculus Utilities for Unity 0.1.0 beta. This package has basically the same API as our legacy Unity integration, but it's built with Unity's new first-party VR support (UnityEngine.VR). If you've been using Unity 5.1 with the new "Virtual Reality Supported" player setting enabled, you may have noticed the camera model and feature set differ from what was in the old integration. The Utilities enable you to update existing apps and also access Oculus features not exposed by Unity itself. Questions and feedback are welcome here.
You can download the Utilities and an updated copy of the SDKExamples from https://developer.oculus.com/downloads/.
Be sure to read the documentation at https://developer.oculus.com/documentation/game-engines/latest/concepts/unity-intro/.
You can download the Utilities and an updated copy of the SDKExamples from https://developer.oculus.com/downloads/.
Be sure to read the documentation at https://developer.oculus.com/documentation/game-engines/latest/concepts/unity-intro/.
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- drashHeroic ExplorerThanks a lot for this. I'm encouraged to take a shot at updating a project, and I'll certainly chime in if I run into any friction points.
- Anonymous
- vrdavebOculus StaffThis warning is harmless. Our scripts are just letting you know they defaulted the bundle identifier to "com.oculus.UnitySample" so the project will successfully build and run. You can replace that with any valid bundle ID you like.
- drashHeroic ExplorerThis appears in the output log after running a build with an OVRPlayerController (from Oculus Utilities) and VR enabled:
[Compositor] ERROR: Compositor failed to initialize.
(Filename: Line: 54)
Bad config or LibOVR not found. VR disabled.
(Filename: Line: 380)
Unity v5.1.1p3, Oculus Utilities v0.1.0, OVRPlugin v0.5.0.
Just want to confirm, I'm assuming this means I need to update to a newer Oculus Runtime? - AnonymousThank you for fast reply
In release note #4
What is the eye relief and what is eye depth in information in oculus?
Are they the same and what does it mean?
The reset button(R) and the exit button(Esc) is not working anymore with OVRPlayerController, is it right?
Also, can I see a stereo view like an older version? - hash280689Honored GuestHi
I found that enabling VR support in Unity just crashes both my Unity build and the executable. I installed 5.1.1p3 and everything. This is was on a new project and only using the utilities beta sdk. I made sure in my project settings that my build is set to architecture x86_64, and that there were no other OVR files in the project. When building using a normal FPS camera, or the new OVR Camera Rig, my Unity editor and the build always crashes.
My crash log from the exe starts with:
Unity Player [version: Unity 5.1.1p3_369fd983d9e1]
OVRPlugin.dll caused an Access Violation (0xc0000005)
in module OVRPlugin.dll at 0033:41553a3c.
EDIT
I've just seen this thread
https://forums.oculus.com/viewtopic.php?f=37&t=24825
Do you think it might be the case where the runtime does not think I'm running a VR application? Again this only happens when I enable VR support in the player settings - atelierparrenoHonored GuestHi
I'm trying to make in work on my Mac. It's seems that there is a problem with the Mac64 bundle. Nothing is working for the moment. I've enabled VR support and used your Scenes.
I'am using an old Oculus SDK. Oculus.com are not distributing the 0.6 version for mac. Is it true that they stopped developing for Mac ? What is the solution ? Should I be using Unity 5 or previous version for the moment ?
Is there anyone who tried to make it work on Mac ? - vrdavebOculus Staff
"drash" wrote:
I'm assuming this means I need to update to a newer Oculus Runtime?
Yes. This is the first Unity package from us that requires the 0.6 PC runtime. - vrdavebOculus Staff
"kspwelsh" wrote:
What is the eye relief and what is eye depth in information in oculus?
The two values are related, but slightly different. Eye depth is the horizontal distance from back of the user's neck (the pivot of our head-neck model) to the midpoint between their eyes (the initial camera position). Eye relief is the distance from the display lens to the user's eye. We only expose eye depth, inter-pupillary distance, and eye height from Unity, but there are ways of getting the eye relief if you need it. - vrdavebOculus Staff
"kspwelsh" wrote:
The reset button(R) and the exit button(Esc) is not working anymore with OVRPlayerController
Those key bindings are no longer in the OVRPlayerController prefab by default, but you can add them by adding the OVRSceneSampleController script to your GameObject."kspwelsh" wrote:
Also, can I see a stereo view like an older version?
The post-distortion "eye bubbles" are really part of the display pipeline, so we only show the undistorted eye image on the main monitors. You could write a plugin to grab the old distorted image with the "mirror texture" API in LibOVR: https://developer.oculus.com/doc/0.6.0.0-libovr/_o_v_r___c_a_p_i___d3_d_8h.html#a67563a5e92920772cdc5f15e838afbde.
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