Forum Discussion
myBadStudios
7 years agoProtege
Why am I crawling around on the ground?
I noticed that if I set the default system for Unity to load to None then my camera is always crawling around on the ground level and thus half the screen displays what's under the terrain. When I set...
lsummers
7 years agoProtege
Everything in this world is cause and effect.
Either you updated the SDK, and that caused an issue. You have a calibration problem. Your version of Unity has a bug. Or something is wrong with your project/code.
I've been working with Unity since 4.1 and trust me - the one thing it doesn't do well is reliability for fringe frameworks. Remember, as amazing and fun as it is - it has always really been focused on Mobile Apps. So only ever upgrade Unity when you absolutely have to. Only upgrade the SDK's you are using in a project with proper source control so you can back out of a change. This is a very important set of rules to always follow with Unity on *anything*.
Now, that said, when you search and don't find other people with the issue - that is a positive sign. It mostly likely points to something wrong with the project itself. If it was a common SDK issue, you'd have found more information.
My rule of thumb is:
- Does a fresh simple project with just a camera view and SDK have the same problems?
- Do other (new) games have the same problem? Hopefully you have an old EXE of your project that worked before, does it also have the same problem?
If a fresh project has the same issue then we know it is either the SDK version that is bugged, the Unity version is bugged or your hardware is calibrated funny. You can rule out calibration by trying another game that uses dynamic height - be cautious here, a lot of older games on Rift "set" the height the same for everyone - so newer and well made is important. You need something modern that was working that is an executable that you trust. If it happens there, you have a calibration issue. If not, that points a finger at the SDK or Unity, and you can then roll back either to what you were using a month ago. Patching and updating is not always without consequence.
Great - but what if I tried a clean project and someone else's game and the issue didn't occur? That points the finger squarely at your project, or something wrong with your code. From there you need to debug and walk through and investigate.
Either you updated the SDK, and that caused an issue. You have a calibration problem. Your version of Unity has a bug. Or something is wrong with your project/code.
I've been working with Unity since 4.1 and trust me - the one thing it doesn't do well is reliability for fringe frameworks. Remember, as amazing and fun as it is - it has always really been focused on Mobile Apps. So only ever upgrade Unity when you absolutely have to. Only upgrade the SDK's you are using in a project with proper source control so you can back out of a change. This is a very important set of rules to always follow with Unity on *anything*.
Now, that said, when you search and don't find other people with the issue - that is a positive sign. It mostly likely points to something wrong with the project itself. If it was a common SDK issue, you'd have found more information.
My rule of thumb is:
- Does a fresh simple project with just a camera view and SDK have the same problems?
- Do other (new) games have the same problem? Hopefully you have an old EXE of your project that worked before, does it also have the same problem?
If a fresh project has the same issue then we know it is either the SDK version that is bugged, the Unity version is bugged or your hardware is calibrated funny. You can rule out calibration by trying another game that uses dynamic height - be cautious here, a lot of older games on Rift "set" the height the same for everyone - so newer and well made is important. You need something modern that was working that is an executable that you trust. If it happens there, you have a calibration issue. If not, that points a finger at the SDK or Unity, and you can then roll back either to what you were using a month ago. Patching and updating is not always without consequence.
Great - but what if I tried a clean project and someone else's game and the issue didn't occur? That points the finger squarely at your project, or something wrong with your code. From there you need to debug and walk through and investigate.
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