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BLACKISH's avatar
BLACKISH
Honored Guest
11 years ago

Unity Workflow Woes with DK2

I had a really nice workflow with DK1:

I would mirror (not just extend) my 1080p screen to the Rift and whenever I wanted to test I would just maximize my game window and press play. It was very simple, very easy and most importantly very fast to test.


*** Now with DK2 the development experience is very different. So far. ***


Turning on the DK2

Unlike DK1 it's not enough for me to just press the button. For some reason I have to press the button, then unplug the USB cable, wait for the Windows sound and plug it back in for the DK2 to appear in the configuration utility and turn on properly.


Direct3D 11

Then I have to make sure I'm not in Direct3D 11 mode if I want to test, yet I must be in Direct3D 11 mode to make a build (in either case the result will be a black screen/view if in the wrong mode). Switching between the two tends to occasionally crash Unity, though my feeling is it survives more regularly if I do it in an empty scene.


Testing in the Editor

It is not possible to mirror the display anymore, because the rift's screen is in portrait orientation and trying to mirror it messes up either the rift screen or the main screen. Extending the screen works, but you have to move the game view over to the rift's screen. Having two game views at once (one on the rift and one on the monitor) will not work as one of them just goes black.

Having to do tasks like moving windows or anything non-VR really on the Rift's display is very uncomfortable and very annoying.

I managed to fix at least this problem with this editor-script I have written a while ago, that toggles between two layout modes whenever you enter/exit playmode. Just make one layout for "WORK" and one for "PLAY" where the game view is on the second monitor, click Toggle AutoSwitch in the Layouts menu and you're good to go. Still it would be so much nicer if Unity could somehow just support direct to rift mode...


Building

So going from testing in Unity to testing a build requires me to switch to Direct3D 11 (occasionally crashes Unity), switch the Rift display mode (occasionally crashes Unity), build, run (usually crashes on first try, then works on second try), test, quit, the switch back to extended desktop (occasional crashes unity) and make sure everything is set up correctly again in unity to continue to work.


Bonus Issues

Ok, now I finally have a build (Direct3D 11!) up and running in Direct to Rift mode and I notice some weird disconnect in the center of my view. Initially I thought these were performance issues, but luckily I stumbled across this post which tought me to toggle v-sync off and on again (do this automatically a few sec after launch), which fixes it.


There you have it. The hard life of trying to make something great with Unity and Oculus DK2.

Now I know that not all of these problems are problems with the DK2, but given that David Helgason mentioned at the Unite Keynote that about 90% of all Oculus Rift apps are done in Unity, I very much hope that someone on each end is working to make this a more pleasant experience! :)

All I'm asking is: Please let me focus on creating great content for VR! Thanks for listening.

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