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LePhil
11 years agoHonored Guest
Upgrading SDK in Unity-Projekt - Best Practice?
Hey everyone!
For a small uni project we made a Bomberman game playable with the Oculus Rift DK1. Meanwhile we got the DK2 and can work a bit more on the game. The old SDK that we used does not support the DK2 though, so we wanted to upgrade it to the 0.4.2.
I've been trying for the past hour to get the new SDK to work with the existing code, but I must be doing something wrong.
Is there a guide on how to upgrade the SDK in Unity? Or did someone successfully manage it already?
Thanks!
-LePhil
For a small uni project we made a Bomberman game playable with the Oculus Rift DK1. Meanwhile we got the DK2 and can work a bit more on the game. The old SDK that we used does not support the DK2 though, so we wanted to upgrade it to the 0.4.2.
I've been trying for the past hour to get the new SDK to work with the existing code, but I must be doing something wrong.
Is there a guide on how to upgrade the SDK in Unity? Or did someone successfully manage it already?
Thanks!
-LePhil
4 Replies
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- BoffExplorerWhen I upgraded my Unity project from DK1 to DK2 (SDK 0.4.x) I had a lot of trouble. I ended up creating a new Unity project (integrating the 0.4.x SDK) and then re-importing all my assets and scripts.
It took a while, but the demo was working by the end of it. - LePhilHonored GuestThanks for the reply!
Looks like I have a lot to do over the weekend. Are there big differences in the OVRcontrollers? - ScrewdriverstudHonored GuestIf you are relying on the OVR scripts, back them up and completely overwrite them with the new unity integration. Unity for whatever reason didn't want to do that when I updated the unity integration.
If you've made changes to them, use revision software or something like https://www.diffchecker.com/ to determine the differences between old and new, to update the new scripts with whatever changes you need to. Also helps to determine what features have changed and been added. - LePhilHonored GuestI managed to fix it mostly, by creating a new project and then porting all assets piece by piece.
The only real difference code-wise was in how to detect if the Rift was attached or not (OVRDevice.IsSensorPresent() instead of OVRDevice.sensorcount > 0). All other things are working now, but the detection has only triggered the first time I ran the code and not anymore since. But I'm sure I'll manage to fix that :)
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