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November 13, 2015

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? :)
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    3 replies

    Inspiring
    November 13, 2015
    Can you create a brand new project with all the settings on default?

    It may be that you have a strange setting that is disabling VR. I recall an issue where trying to adjust anti-aliasing in code would turn off VR mode. It may be something similar.
    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
    November 15, 2015
    Patch 5.2.2p2

    * VR: Updated the OVRPlugin. Oculus Runtime 0.8 is required to use Oculus VR with this patch.

    You need to update your Oculus Runtime to 0.8.
    Inspiring
    November 16, 2015
    @Oshroth: Thanks a bunch. Totally missed that part.
    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