Just wanted to create a cross-reference link to Unity's VR forum:
http://forum.unity3d.com/forums/virtual-reality.80/ .It's brand new and
thus pretty empty, but it could prove to be a valuable resource for
anyone working on Oculus for Unity.
For those of you making anything other than an FPS, I thought this might
be a helpful script. I decoupled the mouse rotation out of the
OVRPlayerController script (removing the CharacterController and
movement
aspects)./******************************...
"Screwdriverstudios" wrote:Try disabling Timewarp, this is usually the
culpritThis worked for me, thanks Screwdriver Std!I'm not sure if
Timewarp is even that useful, as I saw no negative effects after turning
it off.
For playing the video, the only way I can think of right now would be to
1. Get Unity Pro (Render textures are pro only)2. Import a sphere mesh
that is visible from the inside.3. Apply the render texture.As for
actually capturing the video for the re...
On a somewhat related note, if you want to be able to switch between a
OVR camera rig and a regular camera (for different builds, perhaps), you
have to enable/disable the camera that gets attached to the OVRmanager
at runtime (the camera must be on f...
Running the "_DirectToRift.exe" with -force-d3d11 and in direct mode
worked for me on most unity apps (including the ones I built,
yay!).Some, such as Totoro, still have about 0.2 FPS for some
reason.Also, direct mode seems to run just a little slowe...