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Finstern's avatar
Finstern
Honored Guest
11 years ago

Toggle Oculus DK2 on later in the program?

I have a mostly finished "app" where people can build their own area and then check it out. I'm having a little trouble figuring out how to enable the DK2 mid way through the program... With the DK1 I can just mirror the screen and enable the cameras whenever I like but it seems like the DK2 doesn't like the OVR Manager being turned on and off more than once...

Has anyone else run into this issue?

Edit: Is there anyway to get Unity to display the app on the main screen and the oculus output on the oculus?

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  • "Finstern" wrote:
    I have a mostly finished "app" where people can build their own area and then check it out. I'm having a little trouble figuring out how to enable the DK2 mid way through the program... With the DK1 I can just mirror the screen and enable the cameras whenever I like but it seems like the DK2 doesn't like the OVR Manager being turned on and off more than once...

    Has anyone else run into this issue?

    Edit: Is there anyway to get Unity to display the app on the main screen and the oculus output on the oculus?


    Can you no longer do this through swapping scenes?
  • what do you mean? if I change scene I'm not at the same point anymore. I want to be able to toggle VR on and off at any point, just like I could with DK1!
  • I've looked into this, too. Unity does not allow multi window applications, therefore sadly it's not possible to make an application with oculus+normal display. Hopefully later with the direct unity integration and the rift direct mode this can be possible.
  • Remove the OVRmanager from all the OVRcamerarig of your scene,than add ONLY one ovrmanager to a completely different and random object.

    This should works.
  • "welby" wrote:
    Remove the OVRmanager from all the OVRcamerarig of your scene,than add ONLY one ovrmanager to a completely different and random object.

    This should works.


    I've tried this with the latest sdk version and it just freezes the program...
  • If you rename OVRManager.Start to OVRManager.OnEnable, it should make it safe to disable and enable OVRManager at runtime. When it's disabled, you can use a plain Camera to render without VR.
  • Also interested in this. I can toggle the camera rig perfectly fine, but I can't make Unity use the oculus display device as opposed to my main monitor. You can kinda fake this in extended mode using windowed standalone and resizing and moving the window.. :P