Forum Discussion
BLACKISH
11 years agoHonored Guest
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 s...
Gerald
11 years agoExpert Protege
yeah I share a lot of the same issues, but I have to actually build each time I test something because of my system not liking extended mode. so I stay the whole time in DX11 which means I can build without any fear of crashes (my shader setup is very simple).
the phenomen of the direct2rift version sometimes needing a 2nd go before the blue light turns on is something I encounter too.
what is most annoying is that I no longer can adjust parameters at runtime. everything needs to be mapped to a key for testing. kind of annoying, but a workaround.
really hoping we will see a "direct to rift run from the editor" soon, that would be such a treat given the current situation. :)
on the other hand - I am very happy with the results so far, except for the blur issues in dark areas. that fix is even more important to me than direct rift support in the editor, because currently I have to adjust the art style to avoid the smear (gives me terrible eye strain).
the phenomen of the direct2rift version sometimes needing a 2nd go before the blue light turns on is something I encounter too.
what is most annoying is that I no longer can adjust parameters at runtime. everything needs to be mapped to a key for testing. kind of annoying, but a workaround.
really hoping we will see a "direct to rift run from the editor" soon, that would be such a treat given the current situation. :)
on the other hand - I am very happy with the results so far, except for the blur issues in dark areas. that fix is even more important to me than direct rift support in the editor, because currently I have to adjust the art style to avoid the smear (gives me terrible eye strain).
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