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July 30, 2015

5.1.2p2 - lots of VR fixes

I just noticed the 5.1.2p2 patch is out with lots of fixes. Downloading now:

http://unity3d.com/unity/qa/patch-releases

Improvements

VR: Added an option to allow Cameras to render specifically to left/right eye for stereo 3D.

Fixes

(695727) - VR Oculus: Camera Viewport Rect now takes up the appropriate amount of Screen space.
(703281) - VR Oculus: Fixed crash when trying to access VRSettings.GetNativePtr while the Oculus HMD was not connected.
(none) - VR Oculus: HMD can now be connected to application after it has already started. It can also be disconnected and reconnected during application run time.
(none) - VR Oculus: Update to latest oculus dependencies.
(none) - VR: Camera transforms now reset when VRSettings.enabled is false or the loadedDevice is set to none. Camera parent transforms are not effected.
(none) - VR: Fixed stereo rendering regression.
(none) - VR: Improved MSAA performance by only antialiasing eye textures, not the composited back buffer.
(691345) - VR: Reenable vsync when device is disconnected.
(none) - VR: Virtual Reality Supported toggle in player settings no longer recreates the Graphics Device. VRSettings defaults to enabled and oculus if Virtual Reality is supported.
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    27 replies

    New Participant
    August 4, 2015
    You were right about that I had the wrong patch!
    Inspiring
    August 4, 2015
    Is anyone else having issues with realtime shadows getting cut off at the edges of the view? The shadows don't quite cover everything, so unshadowed / bright geometry is visible on the sides.
    Up and Coming
    August 5, 2015
    How do I make Unity 5.1.2p2 use the Oculus Rift?

    When I build and run a new project, it always shows the dialog to choose a resolution, and then it displays on the monitor fullscreen with no 3D or warping. The light on the Rift stays orange and the Rift screen is off. Head rotation tracking works.

    I have "Virtual Reality Supported" enabled in player settings.
    It makes no difference whether I use the Oculus Utilities or not.

    And if there is supposed to be some Rift support in the Unity editor itself, I'm not seeing it.
    Currently working on Dolphin VR Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
    August 5, 2015
    It should just work if you have VR mode enabled. Are you running the latest Oculus runtime (V1.7 - SDK 0.6.0.1)?

    https://developer.oculus.com/downloads/ ... r_Windows/

    ccs
    Participant
    August 5, 2015
    "ccs" wrote:
    It should just work if you have VR mode enabled. Are you running the latest Oculus runtime (V1.7 - SDK 0.6.0.1)?

    https://developer.oculus.com/downloads/ ... r_Windows/

    ccs


    Is updating from 0.6.0 to 0.6.1 critical to the latest changes?
    August 5, 2015
    "Lupus_Solus" wrote:
    Breaks the Rewired asset :( Had to roll back /cry :(


    Hi Lupus,

    This can be fixed by opening "RewiredStandaloneInputModule.cs" and navigating to around line 306 and change
    "var mouseData = GetMousePointerEventData();" to "var mouseData = GetMousePointerEventData(kMouseLeftId);"

    More information can be found in this thread:
    http://forum.unity3d.com/threads/rewire ... st-2216921
    August 6, 2015
    "korjiro" wrote:
    Heads up, I'm experiencing an issue with the Unity Pro Water reflection/refraction cameras being transformed by head tracking in this new version.


    Thanks for mentioning this - I'm seeing the exact same problem.