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Stereo view and DK2 Tracking in Mobile SDK 6.0.1.0

sfaok
Protege
In every previous SDK release when I press play in Unity 4 I got this kind of view:



This also enabled head tracking, so I could grab the DK2 and use it as a 3D mouse to scan around the environment, quickly check draw calls and poly counts etc. I believe it only worked in extended mode or when I paused the Oculus service.

However with 0.6.1.0 I now get this static view, with no DK2 tracking:



Is this an intentional change for 0.6.1.0? With the stereo view it's easy enough to resize the window to an approx size for one eye but I really miss the DK2 tracking. I could write a mouse-look script or something but I found it very useful.
Developer of Ocean Rift. Follow me on Twitter @sfaok
9 REPLIES 9

cybereality
Grand Champion
What version of Unity are you using? Do you have the latest runtime installed?
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drash
Heroic Explorer
sfaok, I noticed this in the warnings / OVR code:

"VR rendering is not supported in the editor. Please update to 4.6.7p4 or build a stand-alone player."

That's a patch that's probably coming out any day now here.
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sfaok
Protege
^^^ that looks promising.

I'm running Unity 4.6.7p3, latest runtime (0.6.0.1 beta).
Developer of Ocean Rift. Follow me on Twitter @sfaok

sfaok
Protege
Updating to 4.6.7p4 didn't fix it for me.

I saw a warning message that stated "Only D3D11 is supported on Windows". This comes from OVRManager, and triggers within if( !OVRPlugin.initialized) - which explains why I don't get headtracking.

Switching Unity to DirectX 11 mode fixed the headtracking, although this displays a single head tracked image without distortion (similar to what happens on the PC SDK I believe).

The problem I have now is my lightmaps are super overexposed, which is a very well known Unity 4.X bug when using DirectX 11 mode for Android / iOS dev. There doesn't seem to be a fix either, so I'm in a catch 22 - I can't develop for Android + Direct X 11 using the 0.6.1.0 Mobile SDK (as it appears to be a requirement), and switching to Direct X 9 mode (the lightmapping fix) loses headtracking and accurate draw call / polycount information.

Is Direct X 11 now required for Mobile SDK development? Because as far as I understand it's completely incompatible with lightmapping in Unity 4...
Developer of Ocean Rift. Follow me on Twitter @sfaok

stupidn00b
Explorer
We're having the same issue here. The DX11 mode ruins lightmaps in the editor, but the lightmaps look fine on device. It just makes working in scenes more difficult.

sfaok
Protege
Don't suppose anyone has found a solution to this?

Basically 0.6.1.0 disabled headtracking, stereo view and gives completely erronous values for polygon count and draw calls (from the actual 50-100 to 300-400). It seems to be counting all the cameras in the scene including the helper one.

Switching to Direct X 11 mode fixes these issues but you run into the nasty Unity 4 | Android bug where lightmaps are overexposed like this:

Developer of Ocean Rift. Follow me on Twitter @sfaok

sfaok
Protege
I've updated to:

Mobile SDK v1.0.0.0
Unity 4.x Legacy Integration V0.8.0.0
Runtime V0.8.0.0-beta
Unity 4.6.9p1

Problem the same - the lightmaps in DirectX 11 are still completely overexposed. Running in DirectX 9 fixes it but you end up with no headtracking or useful draw call / polycount numbers. Warning message states only DirectX 11 is supported.

I assume the majority of Gear VR experiences use baked lightmaps in their scenes, so I'm not sure how I'm the only one talking about this bug - can anyone confirm that lightmaps are working ok for them in Direct X 11 mode?

At the moment I have to basically keep juggling between 0.6.0.1 and 1.0.0.0 SDKs to tweak the graphics / beta test my app respectively which is a pain
Developer of Ocean Rift. Follow me on Twitter @sfaok

cybereality
Grand Champion
This is a known issue in Unity: when your build target is Android and you preview with D3D11, textures seem to be imported in gamma space when D3D11 expects them to be linear. To work around it, temporarily switch your build target back to Windows while previewing.
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sfaok
Protege
^^^ ah ok good to have it confirmed. Switching platforms means an hour of texture re-compression for my project so I'll probably just bounce between SDKs. I'm also assuming Unity 4 support will dissapear before it's fixed knowing this seems to have been a problem in Unity for ages.
Developer of Ocean Rift. Follow me on Twitter @sfaok