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rmukalian's avatar
rmukalian
Explorer
10 years ago

Unity Mobile v0.6.0.1 vs Integration

I'm a little confused on which I should be using at this point. To start, i'm developing something that targets both desktop OR and the GearVR (Not necessarily for distribution in the marketplace however). I recently converted my project over to use the native integration and i'm currently building with Unity 5.1.2f1, which is working fine for my needs. However, i just noticed the update to the Unity mobile integration v0.6.0.1. If I bring that in, I lose the connection to Unity's built in VR functionality. I guess i'm just confused as to which I "should" be using at the moment. I had assumed that one of the intents with the new unity integration was to consolidate mobile and desktop SDKs, but with this newly updated Unity Mobile SDK I'm second guessing that assumption (unless that update was just meant for people still on Unity4?). I know that the Unity release notes for 5.1.2 and some of the 5.1.1 patches specifically mention GearVR, so that was what led me to that assumption. Additionally, will the unity integration package be receiving fewer/slower updates since a lot of it relies on Unity updating their core files? I'm sorry if this is a question that's easily answered by reading one of the "Details" links on the downloads page, but after looking at this, the answer wasn't clear to me.

8 Replies

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  • If you can use the VR built-in support, that would be the way to go. However you can still use the mobile SDK if there is specific functionality you need. I'd say if you project is working now, then don't worry about it.
  • Ok thanks for the clarification. Your help is always appreciated cybereality!
  • JAMh's avatar
    JAMh
    Honored Guest
    So we need to download anything from the Oculus 0.6.1 beta addins (https://developer.oculus.com/downloads/) or we can use only the Unity "as it"?

    I'm downloading the 5.1.2p2 version fixing previous problems from 5.1.2f1 about VR. Is that ok?

    Thanks, but everything seems a little big confusion of version, upgradings and errors.
  • JAMh's avatar
    JAMh
    Honored Guest
    "cybereality" wrote:
    @JAMh: Are you using the native VR support or the integration?


    Reinstalling Unity (now 5.1.2p2) and trying only with VR native.

    If not, try other ways.

    Is it ok?
  • JAMh's avatar
    JAMh
    Honored Guest
    No way.

    After reinstalling Unity, empty new project and checking VR, got this errors:

    Compositor failed to initialize.
    Bad config or LibOVR not found. VR disabled.
    Could not set Oculus caps. VR disabled.

    And after retry "playing", crash error and out of Unity.

    Any idea?
    Should I install something more?
    Uninstall?
    Abandon?
  • Just thought I'd mention - I get matching symptoms inside Unity Editor,
    however they only occur when checking Console & attempting to run in-editor.
    When I build to Android and deploy, the VR scene works fine on my Oculus Gear S6.

    I have Unity v5.1.2f1, and Gear VR S6.
    I created a default scene with native camera, directional light, skybox,
    I added a single quad and material/textured it.

    I did not add any OVR/Plugin packages for Oculus Unity Integration 0601 or Oculus Unity Utilities 0.1.0beta

    I set platform to Android, copied my Oculussig file into
    Assets\Plugins\Android\Assets

    I enabled "Virtual Reality Supported" in Android platform Player Settings... Other Settings.

    I clicked build, copied the apk to S6, installed, opened, inserted to Gear VR headset, works perfectly.

    Now if only I can figure out how to debug/Unity Remote a VR scene.....

    I did manage to stop the console errors and subsequent editor play unity crash by disabling the "Virtual Reality Supported" checkbox... but I can imagine that would be a timewasting hassle in complex projects.

    -Morte.