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Grey rectangle in view

Hyper_active
Explorer
Hi All,

So I've setup OVR 0.4.1 in my unity project and I get this grey rectangle in the middle of my view when I press PLAY. Everything works but I can't see much because of this big grey rectangle... I've attached an image of it.
It happened in another game of mine and then disappeared after I'd deleted the OVRMainMenu script and put it back it.
But now this just won't go away in this game.

Any ideas?

Thanks

AB
14 REPLIES 14

kersk
Meta Employee
This appears to be a race condition with some legacy latency tester code we have in the SDK. So far, we have only repro'd this on OS X when an HMD is not plugged in. If you're seeing this issue outside of that setup, please let us know here.

It may not be ideal, especially with a laptop, but leaving your HMD plugged in should be a temporary workaround.

Sorry guys, we'll get this fixed soon.

CubicleNinjas
Protege
@kersk & @vrdaveb Thank you!!

Plugging in a HMD fixed it. So obvious in retrospect now, as I'd switched to another computer to test builds as of last week.

You guys are amazing. So grateful for your help here.

401K
Honored Guest
Same behaviour for me, working without DK2 plugged-in makes grey squares on both views.
Once DK2 is connected, seems to work correctly…

Tested on 4.3.4 and 4.5.2 Unity editors.

DK2
Unity 4.5.2f1
Mac OS X 10.8.5
SDK 0.4.1
Firmware: 2.11

heyandrei
Honored Guest
I am having the gray rectangle problem in the editor. I also have no positional tracking. When I hit Play the OVRMainMenu script flashes the no device message. This occurs whether or not the Rift's USB is plugged in, and the quality settings don't change anything.

However, when I build out to an .app, it works fine. There's no rectangle, the device is found, and everything works swimmingly.

I have yet to try with a fresh project or go through any other tests, I'll post if that resolves anything.

Specs:
Unity 4.5.1f3
DK2
SDK 0.4.1
Firmware: 2.10
Macbook Pro
Mac OS X 10.9.2
2.3 GHz Intel i7
16GB DDR3 ram

Hyper_active
Explorer
Great everyone ! I'm happy to know that the issue is simply because the HDM is not plugged in.
Thanks to the Oculus Team to work on a fix 🙂