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Oculus Utilities for Unity 5 Version 1.5

cybereality
Grand Champion
New Oculus Utilities launched today.
https://developer.oculus.com/downloads/game-engines/1.5.0/Oculus_Utilities_for_Unity_5/
Recommended Unity version is 5.3.5p6 (5.4 support coming soon).

Big new feature is the ability to capture 360 photos to use on your Store page.
https://developer.oculus.com/documentation/game-engines/latest/concepts/unity-cubemap/

Also see here for some VR changes in Unity itself.
https://developer.oculus.com/documentation/game-engines/latest/concepts/unityfp-release/

Cheers
9 REPLIES 9

EvilEliot
Honored Guest
Hi, i download this version of Unity 5.3.5p6 and the new Oculus Utilities 1.5.0 and i have an error any idea on how to fixit i'm developing for GearVR.

[VRDevice] Initialization of device oculus failed.

and Unity v5.3.5p6, Oculus Utilities v1.5.0, OVRPlugin v1.5.0, SDK v0.0.0.
UnityEngine.Debug:Log(Object) OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:549)


cybereality
Grand Champion
Do you have a Rift? I believe when developing on the PC it looks for the Rift hardware and may error out if there is no hardware connected. You also should make sure you have the Oculus app installed on your computer (whether or not you have a Rift). If you don't have a Rift, you can use the Oculus Debug Tool (that comes with the SDK) to enable a Debug HMD Type for CV1.

plysaght47
Explorer
Is there a way to add the volume UI manually?   

My project was built on Unity 5.3.5f1 and worked fine except for the volume UI.  I tried to fix it by downloading the new Utilities and going to 5.3.5p6; however, I encountered some issues upon testing.  Mainly, my screen started jittering when I would look around and all smoothness ceased.  The same thing happened when I tried 5.3.5p8.

I've also tried adding in the old OVRVolumeprefab which will show up if I enable it on start, but does not sync to the volume controls (in 5.3.5f1 that is).

This is one of two items of my requested changes from the review team; I'm a bit frustrated.

Thanks.

vrdaveb
Oculus Staff
Sorry but Utils 1.5 requires Unity 5.3.5p6 or higher. You could potentially extract OVRVolumeControl from Utils 1.4 and graft the code that maintains it into the new version of OVRManager, but it would be hard for us to support. Your best bet is probably to upgrade Unity or drop back to Utils 1.4.

vagus9816
Honored Guest

EvilEliot said:

Hi, i download this version of Unity 5.3.5p6 and the new Oculus Utilities 1.5.0 and i have an error any idea on how to fixit i'm developing for GearVR.

[VRDevice] Initialization of device oculus failed.

and Unity v5.3.5p6, Oculus Utilities v1.5.0, OVRPlugin v1.5.0, SDK v0.0.0.
UnityEngine.Debug:Log(Object) OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:549)




hello!can you tell me how to deal with it?

delphinius81
Rising Star

vagus9816 said:


EvilEliot said:

Hi, i download this version of Unity 5.3.5p6 and the new Oculus Utilities 1.5.0 and i have an error any idea on how to fixit i'm developing for GearVR.

[VRDevice] Initialization of device oculus failed.

and Unity v5.3.5p6, Oculus Utilities v1.5.0, OVRPlugin v1.5.0, SDK v0.0.0.
UnityEngine.Debug:Log(Object) OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:549)




hello!can you tell me how to deal with it?


If you do not have a Rift connected to your computer, you will get that error message when running your program within the Unity editor. It is safe to ignore that error, but note that there is some OVR plugin functionality that won't work until you are running either on GearVR or with a Rift connected to your development PC.

vagus9816
Honored Guest



vagus9816 said:


EvilEliot said:

Hi, i download this version of Unity 5.3.5p6 and the new Oculus Utilities 1.5.0 and i have an error any idea on how to fixit i'm developing for GearVR.

[VRDevice] Initialization of device oculus failed.

and Unity v5.3.5p6, Oculus Utilities v1.5.0, OVRPlugin v1.5.0, SDK v0.0.0.
UnityEngine.Debug:Log(Object) OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:549)




hello!can you tell me how to deal with it?


If you do not have a Rift connected to your computer, you will get that error message when running your program within the Unity editor. It is safe to ignore that error, but note that there is some OVR plugin functionality that won't work until you are running either on GearVR or with a Rift connected to your development PC.


So,which your version?

delphinius81
Rising Star
I use 5.4.0f3 (latest release). I previously was using the 5.3.x unity releases. Along with that, I use the 1.5.0 utilities and platform sdks.

The problem is that without an actual device to talk to, the OVRManager is unable to get certain information from the device so initialization fails. Since there is no GearVR emulation layer in the utilities plugin (or within Unity), functionality that requires the hardware fails.

The best thing you can do is write some testing pathways in your code so that you can test certain aspects of your game/app from within Unity, and then do further testing of the VR specific aspects after you have pushed a build to your Android device.

vagus9816
Honored Guest



vagus9816 said:


EvilEliot said:

Hi, i download this version of Unity 5.3.5p6 and the new Oculus Utilities 1.5.0 and i have an error any idea on how to fixit i'm developing for GearVR.

[VRDevice] Initialization of device oculus failed.

and Unity v5.3.5p6, Oculus Utilities v1.5.0, OVRPlugin v1.5.0, SDK v0.0.0.
UnityEngine.Debug:Log(Object) OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:549)




hello!can you tell me how to deal with it?


If you do not have a Rift connected to your computer, you will get that error message when running your program within the Unity editor. It is safe to ignore that error, but note that there is some OVR plugin functionality that won't work until you are running either on GearVR or with a Rift connected to your development PC.


And,mine is mobile VR,so i cant connect my computert