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burning01's avatar
burning01
Explorer
10 years ago

Utilities for Unity 0.1.0 Beta - Issues

I am using Unity 5.1.2, Have Installed the utilities just fine and have a test scene working (in Editor)

When I build the project there is no direct2rift.exe generated and the build is single screen not VR mode.

In previous versions of the OVR for Unity The OVR Manager attached to the OVRCameraRig had a lot more options - where have they gone?

specifically I was using that Native Texture Scale slider and Eye Texture Anti Aliasing, the other options could have been useful too

I believe there is an issue with image effects not being able to be added to individual eyes - if so then where do we add the image effects? - anytime I have attempted to add image effects it breaks the OVRPlayerController prefab and the camera spins round uncontrollably and must be deleted and the prefab added to the scene again.

Thanks in advance for your time

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  • Some of these settings are part of Unity now.

    For example VRSettings.renderScale:

    http://docs.unity3d.com/ScriptReference ... Scale.html

    Image effects should continue to work, but you can't do different things per-eye at the moment.

    For the wild spinning issue, can you give me exact repro steps to make that happen?
  • Thanks for getting back to me.

    I'm not a coder which is why I'm using Unity for development, so having those options available via sliders was perfect.

    Why did you remove them in this new utility version? Could you not include them again at some point?

    So I guess I put the image effects on the center camera then?

    I obviously broke something as nothing is working correctly atm, I'm going to have to start again and test.
  • I was having trouble before as I had the rift in Extended mode out of habbit from your previous unity packages, I think that was causing my camera problems. Switched to Direct mode and the camera problems seemed to go away.

    In answer to my own question image effects go on the CenterEyeAnchor and effect both eyes nicely.

    I'm still not able to get the build to output the necessary direct2rift.exe

    here is what I have been doing...

    - I created a new project in unity
    - import oculus utility package
    - project settings > player settings and checked VR Supported
    - I then added the OVRPlayerController prefab to the default scene
    - pressed play to test (making sure I am running the rift in Direct mode:)
    - with successful test I then save scene
    - open the build settings window add the scene I just saved and build the project

    This is where I end up with only the standard exe and no direct 2 drift mode exe
  • There is no DirectToRift exe anymore with the new VR support. It's just one exe file that should work both ways.
  • Well with the exe that's generated if the oculus is in Direct mode then the rift is unavailable via the settings window that appears when you run it. If the Oculus is in extended mode then it will allow me to choose display right which is the oculus however when it loads on the oculus it shows the unity logo and it has some serious lag and then freezes, sometimes it works better than others but even when it works better, it flashes intermittently with a black screen.

    The DirectToRift was great it works for most things and I thought it was what Oculus had been saying was the way forward for everything, now you have taken it away (amongst other things) with this new utilities package and replaced the DirectToRift mode with the standard exe for extended mode. - All this does not make sense to me.

    I'm probably going to roll back to the previous non-utilities package which was working more or less perfectly for me - I can live without the native VR support in unity - at least everything worked and there was more control/options built in.