DK2 Not initialized in Unity 5.3.4p1
Throwing this error on startup and run: [VRDevice] Initialization of device oculus failed. This log is printed as well, though can't find any info on it: Unity v5.3.4p1, Oculus Utilities v1.3.0, OVRPlugin v1.3.0, SDK v0.0.0. (Specifically the SDK 0.0.0) Runtime v0.8.0.0, with computer restarted. Attempted running Unity as Administrator, as well as with Windows 8 Compatibility. Just installed the new OVRPlugin and Utilities 1.3.0, replaced the files within the Unity Editor/Data/VR/oculus directory, and still causing issues. I've triple checked that the correct files have been installed and imported into Unity, but still no luck. Oculus configuration Utility does spit out this log as well when pressing About: Display Driver Version: C:\Windows\system32\OVRDisplay64.dll not found Positional Tracker Driver Version: 1.0.14.0 NVIDIA GeForce GTX 980 Ti Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz HMD Firmware: 2.12 I've tried uninstalling and reinstalling, but still no change. The Demo scene is working within the utility, so the DK2 is working. Has there been anything i may have missed along the way? I'm not sure how to resolve the issue at this point if i wanted to keep the current version4KViews0likes7CommentsUse mouse to control Oculus scene -- problems with Y axis
Hey guys, Here's my question: How do I use the mouse to all directions from a first person perspective, and display the product in the Oculus? Would really appreciate any new tips! Details: Before clicking "virtual reality supported", the first person character in my scene can look up/down/right/and left using the mouse or joystick. After turning on VR support (with an Oculus DK2 plugged in), I can only look left or right in the scene using the mouse. I've lost control of rotation along the y-axis (looking up and down). Critically, I can still look all directions using the Oculus. This is, of course, unconventional. It's for the purpose of a neuroscience experiment (need to be able to separately manipulate the visual / motor input in the VR scene). My system details: Windows 10, Unity 5.4.4p1, Oculus DK2, Runtime 0.8 (same problem with 1.3) Thanks for any help!3.8KViews0likes14CommentsAm I Crazy - Or is the Quality of the DK2 Worse with the 1.3 Runtime.
I don't know if it is me being hyper critical or if it is true. Has anyone noticed an increase in aliasing and jaggies using the 1.3 runtime in Unity with the DK2? I know that the runtime is met for CV1 but many of us, maybe even most of us, will still need to use the DK2 for development and client presentations and I just want to know if you notice a quality difference between 0.8 and 1.3 on the DK2... or is it really just me?2.3KViews0likes9Commentsunity 5.4 and oculus dk2 0.8 runtime DON'T WORK
Hello! I have new Unity 5.4.0b24 (64-bit) and oculus 0.8.0.0 runtime (I have laptop with nvidia 980m so new runtimes dont work proper), and windows 10. I cant manage to make unity work with DK2... can any one help me please?? Last time (week) ago on windows 8.1 and unity 5.3 every thing works great, and know is not. Please help me. What should I do??2.3KViews0likes3CommentsInitializing of device oculus failed
Hello! I'm having problems connecting my oculus rift DK2 with Unity. Every time i run unity, it says "initializing of device Oculus failed" I've uninstalled unity and reinstalled 4.3.4 and installed patch 4p5 and now it doesn't give any error now but when i connect oculus rift dk2 to the pc and unity is running, oculus window doesn't open up itself. If anyone is working on it can please help for the fix? I'm using following: Windows 10 Unity 5.3.4 patch 4p1 and tried 4p3 and 4p5 too graphic card: NVIDIA GTx 520 Oculus Runtime 0.81.6KViews0likes5CommentsWaitableTimer slept too long/short (i.e. X ms)
We've recently updated our project to SDK 1.3. After doing so I've noticed these Unity Warnings being logged whenever the application is not in focus or the editor is not in focus. Are we doing something wrong to cause this or is this a regular behavior, and if so how can we turn if off?. I'm currently testing with the DK2 on Windows10 with a gtx 980 gpu.1.5KViews1like3CommentsOculus DK2: Screen specs + Brightness (Luminance)
Hi all, A short question from a newbie: I was expecting the DK2 screen to have brightness of roughly 340 cd/m2 when displaying an all white scene, based on the specs from the Galaxy Note 3 screen. I was aware of the dimming caused by low persistence (thanks reddit!), however when measuring the luminance of the screen with a luminance meter, it's 60 cd/m2 (on the lens) and roughly 80 cd/m2 (pointing at the screen without the lens). From the reddit thread I understand that at 75Hz, the pixels are lit the 18% of the time - and my measured brightness is indeed roughly 18% of the expected 340 cd/m2. At this point I have to tell you that the white scene I made was in Unity 4.6.9 with configuration utility 1.9/SDK 0.7 as unfortunately my computer can't handle anything else - more recent versions crash and that's the only combination I've found to work. :blush: So, two main points: 1. Can I change something in my workflow? (e.g. haven't figured out how to remove the low persistence from Unity - I understand this might help) 2. Can I change something in the device itself? (e.g. some uber hacking tweaks that I'm not aware of) Please enlighten me, wise developers! Thank you for taking the time :smile: Kynthia1.2KViews0likes1CommentHMD is blank when HMD can't see the camera.
In unity5.4 I can develop use only dk2 hmd without the camera sensor, but after upgrade to unity5.5, the hmd always display blank gray if no camera sensor is present. Is there any way to bypass this sensor positional check? Many thanks!955Views0likes3CommentsUnity 5.4.1 + Oculus runtime 1.8 application not launching on Windows 7
Hi everyone! We are developing a multiplayer VR application using Unity and our last development setup consisted of: DK2 + runtime 0.8 + Unity 5.3.4f1 running on Windows 7 SP1 machines. Now that setup is completely out of date and we decided to make an update to Unity 5.4.1f1 and latest (1.8 as I can see) Oculus runtime. Now we've already spent a couple of days trying to figure out what's wrong. Although everything is running with the HMD in the Unity editor on the development PC (Windows 10), when I make a build and load on to the testing computers it shows up only on the monitor and not DK2. I have tried with home turned on and off first etc. VR enabled is on and plays fine in unity editor, I have allow 3rd party apps checked and all the other elements I am not sure why my build won't enable the headset. Thanks!899Views0likes2CommentsConverting a 5cm head movement into an arbitrarily large/small movement in-game
Hi, I'm really new to developing games for the Oculus Rift using Unity so I don't really know what is and isn't possible, but I was just wondering if it would be possible to multiply the motion of a user's head in order to convert a 5cm movement to the left into an arbitrarily long/short movement in the same direction? The reason I'm asking is that I'm attempting to make a god game for a university project that will allow players to lean into the game world in order to observe the lives of their worshippers close-up and the current scale of the game means that the 1:1 replication of motion doesn't do much. I honestly have no idea if this is something that can be easily changed using the standard Unity VR setting or if I'll have to write my own scripts to handle everything. Any help with this issue would be appreciated, thanks!775Views0likes3Comments