Basic tips to get OVR Util 1.3.0 running with Unity 5.2.2p2?
Hi,
First off, I'm new so bear with me, sorry! I'm running SDK 0.7 just fine with various demos etc. I've got the latest "VR" patch on the latest Nvidia drivers. So, headset integration seems solid.
I had Unity 5.1.4f1 and loaded in the Oculus Unity Utilities 1.3.0 beta. The test scenes would run (in VR mode) in the Unity preview window, but when I tried to build and run, they just hung and crashed.
So I decided to get Unity 5.2.2p2 running, as recommended. However, now when I both run (preview) in Unity, or build and run, I just get a regular 2D non stereo view. "Virtual Reality Supported" is checked in the player settings. OVRCameraRig is in the scenes. DK2 is connected, on, and "Ready" in the Oculus Config Util. Yet Unity doesn't seem to "notice" it.
So does anyone more experienced have any tips? Am I missing some silly little basic thing? :)
First off, I'm new so bear with me, sorry! I'm running SDK 0.7 just fine with various demos etc. I've got the latest "VR" patch on the latest Nvidia drivers. So, headset integration seems solid.
I had Unity 5.1.4f1 and loaded in the Oculus Unity Utilities 1.3.0 beta. The test scenes would run (in VR mode) in the Unity preview window, but when I tried to build and run, they just hung and crashed.
So I decided to get Unity 5.2.2p2 running, as recommended. However, now when I both run (preview) in Unity, or build and run, I just get a regular 2D non stereo view. "Virtual Reality Supported" is checked in the player settings. OVRCameraRig is in the scenes. DK2 is connected, on, and "Ready" in the Oculus Config Util. Yet Unity doesn't seem to "notice" it.
So does anyone more experienced have any tips? Am I missing some silly little basic thing? :)
