Forum Discussion
gunair
10 years agoExplorer
Unity 5.1 is out! Integrated support for Oculus Rift
Hello from Germany,
Just to inform you: Unity 5.1 is available! With integrated support for Oculus Rift and other new VR features!!!
From Unity:
" With Unity 5.1 we’ve added a highly optimized rendering pipeline for VR and AR devices. Native Oculus Rift deployment is available right now to all Unity users, and we’ll be adding full native support for further platforms, including Microsoft Hololens and Gear VR in the near future.
In Unity 5.1, you can plug in your Oculus Rift dev kit and playtest away, with Unity handling a number of VR/AR-specific features out of the box. Head tracking and an appropriate field of view are applied to your camera automatically and rendered in stereo just like that.
Plus, we’ve already implemented a number of stereoscopic rendering optimizations including single pass culling and shared shadowmaps to help you deliver exceptional frame rates.
There’ll be much more to come from us in the VR space, so stay tuned, and don’t forget that there are lots of third-party SDKs available for those looking to target other headsets!"
And from the release notes:
"Added integrated support for Oculus Rift in Editor and Standalone Players, see the Manual and UnityEngine.VR namespace script reference for details Once Virtual Reality is enabled in Player Settings, pressing play in the editor will show your game view on the Rift. It is recommended to "Maximize on Play" the game view and run the Oculus Rift in Extended mode in order to achieve the smoothest rendering. Be sure to remove any previous Oculus plugins and assets from your project, or update to the latest version that supports 5.1.
–VR optimization: Render shadows only once and share between eyes.
–VR optimization: Cull once for both eyes.
–Support for Oculus 0.6.0-beta runtime
That's all folks,
Gunnar
Just to inform you: Unity 5.1 is available! With integrated support for Oculus Rift and other new VR features!!!
From Unity:
" With Unity 5.1 we’ve added a highly optimized rendering pipeline for VR and AR devices. Native Oculus Rift deployment is available right now to all Unity users, and we’ll be adding full native support for further platforms, including Microsoft Hololens and Gear VR in the near future.
In Unity 5.1, you can plug in your Oculus Rift dev kit and playtest away, with Unity handling a number of VR/AR-specific features out of the box. Head tracking and an appropriate field of view are applied to your camera automatically and rendered in stereo just like that.
Plus, we’ve already implemented a number of stereoscopic rendering optimizations including single pass culling and shared shadowmaps to help you deliver exceptional frame rates.
There’ll be much more to come from us in the VR space, so stay tuned, and don’t forget that there are lots of third-party SDKs available for those looking to target other headsets!"
And from the release notes:
"Added integrated support for Oculus Rift in Editor and Standalone Players, see the Manual and UnityEngine.VR namespace script reference for details Once Virtual Reality is enabled in Player Settings, pressing play in the editor will show your game view on the Rift. It is recommended to "Maximize on Play" the game view and run the Oculus Rift in Extended mode in order to achieve the smoothest rendering. Be sure to remove any previous Oculus plugins and assets from your project, or update to the latest version that supports 5.1.
–VR optimization: Render shadows only once and share between eyes.
–VR optimization: Cull once for both eyes.
–Support for Oculus 0.6.0-beta runtime
That's all folks,
Gunnar
2 Replies
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- TutelageSystemsHonored GuestSo does that mean I don't need to include the Unity Package anymore?
- rrellisHonored GuestHave been playing with the new 5.1 Unity integrated option for Oculus (VR setting on player settings panel and using a regular camera instead of the last OVR 0.6 package).. and it seems to work pretty seamless.
I think I'm noticing a slight difference between the integrated setup, vs the last OVR 0.6 package, though, in regards to reflections..They seem off a bit in the new integrated version.. rather, they seem 'flat'. I have a simple scene that's something of a 15*15 room with a TV on one side, and a set of picture frames on a wall on the opposite, reflection probe in the middle. Both the TV screen and Pictures have a smoothness of 0.93, fairly reflective.
Using OVR 0.6, the reflections in the TV screen and Picture frames (essentially each reflect the opposite side of the room), and seemed to convey visible room depth, . that is, if looking at the TV, you see the picture frames within the reflection in the TV and they 'seem' like they would be about 15 feet separated from the TV. Vice versa when looking into the reflection of the pictures, the reflection of the TV seems to indicate its a distance away..
With the new integrated VR setting in Unity, I do see the respective reflections on each of the TV and the picture frames, but they don't seem to have any depth. They seem like they are sitting on the surface of the object and have more of a transparent, but flat texture look... no reflective room depth.. uggh, hard to describe..
Curious if anyone else has a scene using reflections, and whether they've noticed a difference.
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