Forum Discussion
AndreaCammarata
10 years agoHonored Guest
OVRPlayerController Don't Move
I'm trying to port my Unity 4 project to 5.1.1.f1 and after downloading the latest SDK avaialble (0.5.0.1 beta), integrating the the Oculus Utilities for Unity 0.1.0 Beta, and checking the VR Support box, I've got everything rendering perfectly in the rift, however, the only issue I'm facing is that the player is unable to move using the keyboard.
Looking at the console log I see several errors all related to the same missing OVRGamepad dll.
That's probably the cause but I have no idea how to fix it.
Can you please guys help me to solve this?
I've spent many hours in the forums today trying to search for similar issues but nothing worked for me.
I've also tried to use Unity 4 Integration V0.5.0.1-beta package, but it seems it has some compatibility issues in the OVRShimLoader class with these lines
Follows the error which show up in the console:
Commenting these lines I'm able to run the project and I can see the character perfectly moving, but in this case I'm having some rendering issues because I see the screen not perfectly centered but offset to the left.
Does anyone having the same issue or know a possible fix to make the OVR character rendering and moving correctly in Unity 5 on Mac?
Thanks.
Looking at the console log I see several errors all related to the same missing OVRGamepad dll.
DllNotFoundException: OVRGamepad
OVRGamepadController.GPC_Destroy () (at Assets/OVR/Scripts/Util/OVRGamepadController.cs:226)
OVRGamepadController.OnDestroy () (at Assets/OVR/Scripts/Util/OVRGamepadController.cs:394)
That's probably the cause but I have no idea how to fix it.
Can you please guys help me to solve this?
I've spent many hours in the forums today trying to search for similar issues but nothing worked for me.
I've also tried to use Unity 4 Integration V0.5.0.1-beta package, but it seems it has some compatibility issues in the OVRShimLoader class with these lines
#if (UNITY_5_0)
PlayerSettings.d3d11FullscreenMode =
(OVRUnityVersionChecker.hasD3D11ExclusiveModeSupport) ? D3D11FullscreenMode.ExclusiveMode : D3D11FullscreenMode.FullscreenWindow;
#else
PlayerSettings.d3d11ForceExclusiveMode = OVRUnityVersionChecker.hasD3D11ExclusiveModeSupport;
#endif
Follows the error which show up in the console:
Assets/OVR/Editor/OVRShimLoader.cs(56,32): error CS0117: `UnityEditor.PlayerSettings' does not contain a definition for `d3d11ForceExclusiveMode'
Commenting these lines I'm able to run the project and I can see the character perfectly moving, but in this case I'm having some rendering issues because I see the screen not perfectly centered but offset to the left.
Does anyone having the same issue or know a possible fix to make the OVR character rendering and moving correctly in Unity 5 on Mac?
Thanks.
1 Reply
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- cyberealityGrand ChampionWell a DLL is a Windows file and that particular one uses XInput (also Windows) so I doubt it will work on Mac.
Also, if you are using the built-in VR support your SHOULD NOT be using the Oculus Integration package. This may cause problems (especially if you imported both the integration and the utilities). The Utilities should work, but maybe only on PC (I'll have to double check this, but I had no problems on Windows).
If you want to use the old integration on Unity 5.1, you need to find those lines and replace them like:#if (UNITY_5_0 || UNITY_5_1)
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