How to handle scene loading in Unity like when using SteamVR (compositor)
I'm currently evaluating how feasible adding a native Oculus SDK version of Holodance is and the greatest challenge I see so far is porting our approach to loading scenes over. The way we currently do this is based on Valve's SteamVR_LoadLevel example. In a nutshell: Set the skybox for the compositor, set a load texture in front of the player in the compositor, fade the game to the compositor, once that is done, stop rendering to VR (because the player now only sees what's in the compositor), start loading the scene and wait until it's done, do other things that could cause hiccups like prewarming shaders and a garbage collection round, start rendering to VR, fade back in. Play. In addition to what the standard SteamVR_LoadLevel does, we render a preview of the level that is being loaded, with some text and a progress bar using Unity UI, into a RenderTexture that we also show and update on changes in the compositor. Also, to make things a little more fancy, we have several textures on quads to have our logo in 3D on several planes. Theoretically we could even animate those planes but Unity does have some hiccups while loading levels (even when using async and additive), so we don't do this. Reviewing the API provided by Oculus Utilities for Unity 5.x, it seems that one class we could use is OVROverlay. Putting the texture to the right position is simply by using the Transform location and mesh primitive, right? Then, there's OVRScreenFade, which lets us fade ... but only to a color. So ... it seems there are two things missing: How can we fade full to the compositor and stop rendering to VR while we are doing things what would cause framedrops? When using SteamVR / OpenVR, this is done by calling CVRCompositor.SuspendRendering(true).Solved12KViews1like18CommentsPorting SteamVR/OpenVR game to Oculus Store.
Hi there, We've built a VR game in Unity using the SteamVR plugin that's built upon OpenVR. The problem is that we now want to submit the game to the Oculus store but we need to remove the Steamworks libraries, SteamVR and OpenVR API. The Steamworks libraries are not an issue but with all of the interactions being built upon SteamVR and with a lot of the components from SteamVR Interaction System being heavily modified, is there any quick way to port/modify this project to just use the OculusVR SDK so that it's acceptable for the Oculus Store? Or is our only option to basically start from scratch with the OculusVR SDK and modify that framework? Thank you, Fabio542Views0likes0CommentsIs it possible to use Oculus SDK with a game published on steam?
Hi, I've developed a game with Unity3D that uses oculus sdk to perform entitlement check. My game also uses oculus sdk's social and matchmaking api. I've successfuly published my game on oculus store and now I would like to publish it on steam, so i've send the build that passed on oculus store to the steam team so they can review it. The review result says they can't test it any further because the entitlement check fails. So is it possible to use Oculus SDK with a game published on steam?1.5KViews0likes3CommentsHow does one get a Unity made SteamVR game working with the Oculus SDK and entitlements?
Hello! Hoping that someone can help me as I am fairly confused on what I need to do here. I just finished creating a game using SteamVR in Unity and it supports both Oculus and Vive. Is there a tutorial anywhere on how to get your Unity SteamVR game working with the Oculus Store requirements? Thanks!476Views0likes0CommentsUnity not recognizing tokens for device strings?
I have a project that was built from the ground up with just Unity + Leap Motion, now I'm looking into adding multiple options for controllers, like Oculus Touch and, just for testing, keyboard. I took a look at the Leap Interaction Engine module and it seems to be what I need. However, I can't even get the basics down and run Leap's example scenes because Unity won't recognize the controllers. I double-checked the controllers were recognized by the system as the device strings "Oculus Touch - Left" and "Oculus Touch - Right" (since one of the components of their plug-in requires you specify the VR controller token(s)). I even followed this tutorial (since I am also using SteamVR) and couldn't get past the first step. Here is what the console.Debug says: Actually, forget the leap-related stuff and focus on Unity and SteamVR (I just mentioned Leap in case it could be the issue and someone here knew). How can I debug and fix this? I console-logged the device names, so I know it's "Oculus" and not "OpenVR".707Views0likes1CommentSteam VR game made using Vive also work with Oculus? Dev kit deals?
Hi there - I couldn't find this particular question answered anywhere so figured I'd just ask here. My partner made a VR game using Steam VR in Unity, no problem, we have an HTC Vive, so he used that to test it. Question is though, (I heard a rumor) that if you use Steam VR your game will work with Oculus. Since we don't have an Oculus (and thought we'd have to buy one to test and possibly adjust inputs) we're not sure. Had 1 person test so far and he said the controls translated well, but he didn't play through the whole game, so we're not sure if it's playable from start to finish. In the Vive, you use triggers to move forward, and the side buttons to grip onto things, which you need to do to progress / finish the game. Any ideas on what / how we need to go about making sure our game can be playable on Oculus without having one? Also once upon a time I heard sometimes there are deals on dev kits (we're just a team of 2 and our budget is the only thing stopping us from getting an Oculus right away - of course we want one!) :-D <3 Alternatively if there's anyone who is good at testing and can use a key to try our game, that could be an option. It's already up on Steam: ╔► Steam http://store.steampowered.com/app/786390/Purgatory_Fell ╚► Official Site http://PurgatoryFell.com Thanks friends. - Jenni823Views0likes1CommentHow to access scrollview in VR?
I'm currently using SteamVR_Laserpointer script (included in Steamvr plugin) to interact with UI elements by adding colliders to them. But when I tried to interact with a scrollview nothing happens. I want to implement a scrollview in VR. Please help me with this issue.932Views0likes0CommentsOculus's GPU cost of pixel shading is much greater than Vive(SteamVR), why?
I did a simple test for the same scene in Unity 5.6.4p4, just a quad in front of camera covering the whole screen, with a custom PBR shader which executes the PBR lighting model several times, and here's the result (raw app render time in Unity Profiler and GPUView, no compositor involved): 32 64 16 4 steamvr 4.75 9.05 2.63 0.69 ovr 8.45 12.58 4.05 1.87 diff 1.78x 1.39x 1.54x 2.71x I know that SteamVR is using a stencil mesh to save fillrate, but from the statistics the difference is not proportional to the execution times, so it's not solely because of the extra pixels rendered. OVR uses Adaptive Queue Ahead to trade input lag for CPU framerate, so when porting from Vive to Oculus, I'm currently GPU-bound due to the unknown reason. Anyone has any idea?1.3KViews0likes5CommentsUnity Editor freezing on window-focus changes in OculusVR 1.17
While Oculus VR Runtime Service is running (in Windows Services), changing focus between Editor windows in any Unity project is followed by a 4-10 second freeze of all input. The sessions appear to be affected regardless size/complexity/version, as I tested on 3 different versions with 3 different active projects and 3 new empty projects (6 total tests) It seems to only be when you change between windows in the Unity Editor. If you stay in one window, it's able to run smoothly. Are there any solutions out there to this? It's as close to blocking as a blocker can be. It may also be related to the latest Windows 10 update, since I received both between sessions of Unity work. But, if I stop OVR Runtime Service, it works like a dream. Thanks for the help!9.2KViews1like43Comments