Huge request that most devs will agree with...
So I've been using the Oculus Utilities for Unity off and on for the past couple of months. So far it's worked great, but I think most of us Unity devs can agree that we would like to see a more bare bones sdk. Maybe I'm missing something here, but the Oculus Utilities are not only outdated, meaning they come with all kinds of warnings that load up your console that you end up having to deal with, and meaning there are shader errors upon trying to build....but it also comes with avatars and all of this extra unnecessary stuff tacked on.
Why can't you guys just create an extremely bare bones sdk? There is built in basic Oculus support anyway, so the only reason I end up using the sdk is for use of the gear vr controller...and there's all of this other extra stuff included in the package.
Right now Oculus Utilities comes with the whole avatar sdk and the ovrinspectors folder or whatever, both of which have shader errors when building in 2017 (I'm using 2017.2 at the moment...). I don't think I'm alone when I would say that we want a nice low MB Oculus Utilities that doesn't include all of the extra stuff like avatars tacked on. Maybe I'm out here embarrassing myself, maybe there already is a more bare bones way of working with this? It would be easy if I didn't need to use the gear vr controller, but that was the point of me buying and using the gear vr in the first place.
The package is extremely finicky, it doesn't feel modular. You delete one thing, another thing demands that that piece you deleted is there. The shaders take forever to import into Unity for some reason, so you end up not wanting to re-import the package when you figure out that you can't just use the damn OVR folder alone because the whatever's in the OVR folder demands that you have the other folders there as well. This is not a simple way of working. To get it working, I end up having to delete all these shaders and then it works fine without any problems. Why were the shaders there? Because of avatars or something. I don't even know what an avatar is, I don't care, and as a developer I don't want to know, I just want to create a good VR game.
Otherwise, I think you guys have done a great job, I mean...once one actually gets the hang of how the sdk works in Unity. It doesn't feel very bare bones or modular in nature but it works to a degree. I just wish you guys would think along the lines are simple, fast and bare bones, that's what devs want.
Why can't you guys just create an extremely bare bones sdk? There is built in basic Oculus support anyway, so the only reason I end up using the sdk is for use of the gear vr controller...and there's all of this other extra stuff included in the package.
Right now Oculus Utilities comes with the whole avatar sdk and the ovrinspectors folder or whatever, both of which have shader errors when building in 2017 (I'm using 2017.2 at the moment...). I don't think I'm alone when I would say that we want a nice low MB Oculus Utilities that doesn't include all of the extra stuff like avatars tacked on. Maybe I'm out here embarrassing myself, maybe there already is a more bare bones way of working with this? It would be easy if I didn't need to use the gear vr controller, but that was the point of me buying and using the gear vr in the first place.
The package is extremely finicky, it doesn't feel modular. You delete one thing, another thing demands that that piece you deleted is there. The shaders take forever to import into Unity for some reason, so you end up not wanting to re-import the package when you figure out that you can't just use the damn OVR folder alone because the whatever's in the OVR folder demands that you have the other folders there as well. This is not a simple way of working. To get it working, I end up having to delete all these shaders and then it works fine without any problems. Why were the shaders there? Because of avatars or something. I don't even know what an avatar is, I don't care, and as a developer I don't want to know, I just want to create a good VR game.
Otherwise, I think you guys have done a great job, I mean...once one actually gets the hang of how the sdk works in Unity. It doesn't feel very bare bones or modular in nature but it works to a degree. I just wish you guys would think along the lines are simple, fast and bare bones, that's what devs want.
