Forum Discussion
SAOTA
10 years agoHonored Guest
Unity 5.1.0b
I am currently downloading the new Unity beta to experiment with the latest Oculus integration. :mrgreen:
Can we have some pointers on how to convert from a 0.5.0.1 oculus unity project to one of the new beta.
What do we do with our character controller? (I have modified the OVR Charactercontroller script and would like to keep my modifications)
What happens to objects that were parented by the center eye object? (I use Hovercast-VR with leapmotion)

Can we have some pointers on how to convert from a 0.5.0.1 oculus unity project to one of the new beta.
What do we do with our character controller? (I have modified the OVR Charactercontroller script and would like to keep my modifications)
What happens to objects that were parented by the center eye object? (I use Hovercast-VR with leapmotion)

12 Replies
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- SAOTAHonored GuestOkay, after some initial testing it feels better than previous integration.
Runs quite smooth compared to previous integration, on both a GTX980 and a gtx970m.
Only thing missing is the OVRPlayerController and OVRGamepad controller. - zinksHonored GuestIs there any documentation online as to how to set this up from scratch as well?
- KenopipuuHonored GuestTried my own project and a new project from scratch.
Running standalone: unbearable "judder twitching" and right eye is constantly strobing. Also considerable lag.
Playing in editor: judder twitching.
Using latest runtime 0.5.0.1 Beta.
Latest Nvidia drivers 350.12 ( GeForce GTX 760 ) ( did try with really old driver as well )
Windows 7 ( Aero off, tried also Aero on )( 64bit )
Rift display mode: Direct to hmd.
Oculus Configuration Utility's Show Demo Scene works perfectly.
Tried different settings... but no solution so far. Might be missing something obvious. - cyberealityGrand ChampionVR support is still experimental in this beta version of Unity, but we will be updating the scripts to utilize it.
- SAOTAHonored GuestThe right eye strobing can be fixed by switching to deferred rendering.
- KenopipuuHonored Guest
"SAOTA" wrote:
The right eye strobing can be fixed by switching to deferred rendering.
Found that out too by testing :U ( also building a 64bit seems to help ).
But that is not a good option with bad aliasing with deferred.
The problem with Forward is shadows. If you disable shadows all is better... except some added lag.
Also for some reason antialiasing in Forward is not working even if set on quality settings. - WelbyAdventurer
"SAOTA" wrote:
Okay, after some initial testing it feels better than previous integration.
Runs quite smooth compared to previous integration, on both a GTX980 and a gtx970m.
Only thing missing is the OVRPlayerController and OVRGamepad controller.
So actually you can't move right?
Also i've noticed that making a build even with Virtual Realy Support checked doesn't make the DirectToRift..
That means you just need to Turn on your rift and start the regular exe? If the Rift is turned on then you should see everything in the rift,instead you should see everything in the monitor? That's how it works? - burzumHonored GuestI've downloaded the unity package but when importing it in Unity I'm always getting:
Failed to import package with error: Couldn't decompress package
UnityEditorInternal.InternalEditorUtility:ProjectWindowDrag(HierarchyProperty, Boolean)
UnityEditor.DockArea:OnGUI()
Is the package brocken? I can decompress it with 7zip but Unity can't import it. :( I'm using the latest Unity version (just downloaded it) and re-downloaded the rift package multiple times, so I doubt my download is corrupted. - SAOTAHonored Guest
"burzum" wrote:
I've downloaded the unity package but when importing it in Unity I'm always getting:Failed to import package with error: Couldn't decompress package
UnityEditorInternal.InternalEditorUtility:ProjectWindowDrag(HierarchyProperty, Boolean)
UnityEditor.DockArea:OnGUI()
Is the package brocken? I can decompress it with 7zip but Unity can't import it. :( I'm using the latest Unity version (just downloaded it) and re-downloaded the rift package multiple times, so I doubt my download is corrupted.
No packages are needed anymore. Oculus should work with a blank project. Just enable VR support in PlayerSettings."welby" wrote:
"SAOTA" wrote:
Okay, after some initial testing it feels better than previous integration.
Runs quite smooth compared to previous integration, on both a GTX980 and a gtx970m.
Only thing missing is the OVRPlayerController and OVRGamepad controller.
So actually you can't move right?
Also i've noticed that making a build even with Virtual Realy Support checked doesn't make the DirectToRift..
That means you just need to Turn on your rift and start the regular exe? If the Rift is turned on then you should see everything in the rift,instead you should see everything in the monitor? That's how it works?
You cannot move without a character controller and there is none included.
Yes, just build and run. If you have a rift it should output to the rift, it also mirrors a camera to the screen. - virrorExplorerJust use the built-in character controller and you should be good to go?
No need really to use the Oculus one anyways.
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