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Inspiring
March 27, 2015

0.5.0.1 issues

Just updated my unity projects, got a couple problems already (running unity 5)
-heavy judder in editor (above 75fps)
-no low persistence in builds. Well above 75fps and the motion blur is ridiculous, it seems worse than the dk1

Anyone else experiencing this?
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    19 replies

    Inspiring
    April 1, 2015
    Please make sure you are using the correct version of Unity when reporting issues (at this time that version is 5.0.0p2).
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    April 1, 2015
    Ok Cyb,
    I usually wait until unity notifies me there is a new version but I suppose it skips minor releases. Just now I'm downloading Unity 5.0.1, I'll report back once installed.
    DK2 on Asus Rampage III gene I7 950 @3.2GHz Sapphire R9-290oc, 12Gb Ram Win7 Home 64. Unity5Pro Ms Kinect 1.
    Up and Coming
    April 1, 2015
    Updated unity to 5.0.1f1, "version check failed" debug message persists after build.
    DK2 on Asus Rampage III gene I7 950 @3.2GHz Sapphire R9-290oc, 12Gb Ram Win7 Home 64. Unity5Pro Ms Kinect 1.
    Inspiring
    April 2, 2015
    The version check will fail if the latest Oculus service isn't running or if LibOVRRT.dll isn't installed properly. Can you run services.msc and confirm "Oculus VR Runtime Service" is in the list and started? Also make sure you haven't copied LibOVRRT.dll from a previous Oculus runtime version into your app's directory. Unity should be using the version in C:\Windows\System32 or C:\Windows\SysWOW64.
    April 2, 2015
    "paulharden" wrote:
    Updated unity to 5.0.1f1, "version check failed" debug message persists after build.


    Can you post your installer logs (Oculus\Logs\Runtime_Installer)?

    Also, are you on 64-bit or 32-bit Windows?
    Inspiring
    April 2, 2015
    It would be easiest if you zip up this whole folder and upload it to the forum:

    C:\Program Files (x86)\Oculus\Logs\Runtime_Installer

    Thanks.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Inspiring
    April 2, 2015
    I just have to ask, are you guys sure you also installed the 0.5.0.1 Runtime package? Because if you build an app with the new SDK, you also need the new Runtime installed as well. Thanks.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    New Participant
    April 12, 2015
    So this happens to me when I have already imported the LeapOVRCameraRig and setup then try to import the 0.5.0.1 unity integration.

    Should I do this in reverse and try to modify the 0.5.0.1 camera rig to work with Leap?

    Is there a way to change the Old Leap rig to work with 0.5.0.1?

    Edit: Nix that I got it to work by building a Clean Unity Scene with the OVR 5.0.1 integration. Then hand replacing my plugins and assets in my old scene with the Leap integration. No more error.
    New Participant
    April 14, 2015
    I had this issue until I realized I still had some leftover files from the last Unity package hiding in the Plugins folder. I had to delete the old files in the project (OculusPlugin.bundle, donotdelete, x86, x86_64) and then reimport the Unity package to replace them with the new ones.