Forum Discussion
jaimi
12 years agoExpert Protege
OSX Unity
Does the SDK support development and testing on Unity 4 OSX? If not, will it at some point? There are plenty Unity 4 Mac developers - even many of us that target windows prefer developing on the Mac version, because it's more stable (and have our licenses activated there).
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- jholland404ExplorerYes, I too would like to get an ETA on this. All my development software is on my Mac not my game PC. Thousands of dollars worth of software I am not going to dump for PC versions. I have not received my Rift yet (hopefully soon) but I really need Mac support, maybe it will be ready by the time my Rift arrives? ;)
- Mr_NightHonored GuestI'm in the same boat. I'm really excited about developing for the rift, but my development software is on my Mac as well.
PLEASE let us get some Mac support.
Thanks - MattRixHonored GuestOculus have said that Mac support is coming...
However it's worth noting that you CAN use Unity on multiple platforms on a single license. The license allows you to have it installed on two different computers, and one can be a mac and the other a pc. - AnonymousNice part about Unity dev on Mac is you can build for Mac, PC, Linux, Android and iOS on the Mac.
When using the PC, you don't have iOS capability.
It's just takes time to share your project across the Mac and PC (transferring the files over network or external drive)
but everything usually works just fine for me. You really just need to remember which system has your latest version.
Really can't imagine there are technical limitations getting it working on Mac, they probably just didn't focus and test on it due to resource constraints. As soon as these things get in dev hands, I bet it will be working on Mac asap. - MattRixHonored Guest
"harleycw" wrote:
It's just takes time to share your project across the Mac and PC (transferring the files over network or external drive)
but everything usually works just fine for me. You really just need to remember which system has your latest version
Yikes! That's what version control is for, the thought of unversioned files is scary. At the very least use dropbox or something :P - MickmanProtegeI've heard that someone has used the Oc through VMware fusion5... but VMware is a lot slower compared to BootCamp.
I wonder how well the Oc will handle BootCamp ? I run Unity4 pro on my macbook 2012 2.2ghz 16g ram.. Last night I managed to load up my Razer Hydra on the mac via boot camp (WIn7 64bit) but IO'm yet to test it in in Portal2 & SKyRim mainly because I can;t for the life of me load Steam in BootCamp.. any tips how to accomplish this would be really appreciated.
as a side note: I managed to get my Kinect up and running via bootcamp .. I use it for motion capture in MotionBuilder.. then pull my animations into Unity4 Pro.. to run with Mecanim... looks amazing.. can;t wait to see some of my little characters interact with me once my Oc arrives. That will be a total blow out... - ima747ExplorerI'm new to unity (as in finally getting around to learning how it works because of the rift...) but since Unity is generally built on top of cross compatible code, and the Rift base SDK will be cross platform, and in reality most of what it does is just shaders for warping and some tools to help tie together the sensors and visuals which should all be very easy to port, if it's not cross platform from the beginning, I'm expecting Unity Rift support on Mac very very quickly. If there isn't official support I will be surprised if someone doesn't hack together a stop gap of some sort in a matter of a week or two. If you look at TF2 on Mac the VR commands are in there, I don't know if it interfaces with the sensor package (going insane waiting for my dev kit...) but the visuals are all there.
It's really not that complicated... making it easy to use and as close to perfect as possible is definitely tricky, but the absolute bare bones of making it work are quite simple from what I can tell. The SDK also has documentation on how to roll your own support for custom engines, so extrapolating from that, with a ravenous developer community should mean quick support.
In theory ;) - cyberealityGrand ChampionYes, OSX support is in the works. I don't have an ETA yet, but it's a high priority.
Thanks for your patience. - heshamProtegeMy guess is that it is waiting for the native library (SDK) to be ported over. All the shaders and visuals work fine but interfacing with the Rift requires native code and so that's probably the main holdup :)
- petereptProtegeThe problem on Mac right now is that all calls to the DLL fail (since it doesn't exist) so you can't rotate and move around the scene correctly.
To fix this I have created a "fake" Oculus driver for MacOS, which you can use to test your Unity apps.
Right now it just fakes the display driver parts as i don't have a Rift yet. That means you can plug-in a Rift to the Mac and see it, but you can't use the Gyro sensor to move your head.
Instructions:
- Unzip the plugin and place OculusPlugin.bundle in /Assets/Plugins folder (next to OculusPlugin.dll).
- When you press START to run your scene, by default it finds no HMD and runs wthout distortion.
- If you hold down SHIFT key while pressing START it will fake the Rift and you get the distortion (just in case you want to plugin a real Rift to your Mac).
Hope that helps all us Mac developers for now.
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