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August 14, 2014

DK2 Integration with Unity simply not working for me

Hi all,

I am getting kind of desparate. I read and tried for two days now, but my OR simply will not work with me in Unity. I updated everything (OR firmware, SDK, Unity, Nvidia drivers) to the current version, I tried all possible settings and combinations of settings in the Oculus Config Tool, but whenever I start the Tuscany demo in the Unity editor, I always get this effect:

The game starts and an overlay is being created displaying the OR cameras during runtime. When I move the OR, the behavior actually looks right, but the overlay can't be dragged anywhere. Sometimes the overlay is being rendered in the (I assume: correct) Game tab, sometimes it's the Scene tab, and sometimes it just floats somewhere on the screen. As it has no handle, it can't be dragged.

The OR's LED stays orange and doesn't turn blue. This happens with Display Mode set to Extended; in Direct Mode nothing happens at all, the OR's display remains black.

I am on an updated Windows 8.1 system, have all the standard Nvidia driver settings (GTX 780 Ti), Unity tells me I am in DX11 mode.

I want to note that I managed to run quite many of the DK2 demos out there, so I doubt it's the device.

Does anybody have a hint on what else I could try? I am doing my best to read through the boards but didn't find any solution yet; following the integration documentation clearly does not produce the desired effect for me.

Any help would be greatly appreciated as I basically stopped working for two days now. Also I am quite surprised as the DK1 integration was done within minutes for me without any problems at all on the same machine.
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    14 replies

    Up and Coming
    August 14, 2014
    I know there are some issues running demos through the Unity editor, however once you've built your demo it should run ok.

    I haven't tried this myself with the DK2 yet, but this worked for the DK1 (added a step for DK2):

    • Set the DK2 to extended mode and check it's working ok (should be able to see your desktop background).

    • Open Unity

    • Create a new 'Game' tab (Right-click on existing tab > 'Add tab' > 'Game') and drag it away so that it's in it's own floating window.

    • Drag window onto the Rift screen and maximise.

    • Go back to the Editor on your main monitor and click play


    If there's no head-tracking, try pausing the Oculus Service.

    Hope this helps!
    New Participant
    August 14, 2014
    Hi Boff,

    thanks for taking your time to read and post. Sadly that's how it worked with the DK1 for me too, but no more with the DK2. The problem is that there seems to be some kind of overlay now that messes things up, and the old approach that served me so well for over a year is no more.

    Luckily I can still compile and the _DirectToRift.exe will actually work when the DK2 is set to Direct Mode. So, that's something and at least I can continue working now (despite the slowed down speed due to no interactive editor mode for development).
    Participant
    August 15, 2014
    Same thing is happening for me, Jan. Brand new install of Unity and Oculus SDK. Follow the PDF instructions exactly.

    I get the Oculus double-views showing up as an overlay on the Unity screen, not as part of the Game tab. This means I cannot move it.

    When I move the Game tab to the Oculus screen prior to hitting play (Oculus display is in extended screen mode in Win7), maximize it, and then hit play... I get nothing. The oculus display just shows the outline of the Game tab, but blank inside. No Oculus view anywhere.

    Basically, it is impossible for me to move the Oculus display from the Unity interface to the Oculus.
    Up and Coming
    August 16, 2014
    You should have DX11 disabled. You'll need to restart Unity for that to take effect.
    Check out my Unity VR development blog: http://talesfromtherift.com @peterept
    Participant
    August 19, 2014
    Two screenshots of what I get are attached.

    1 - Before I hit "play", showing the game window pulled away from being docked as a tab.
    Unity Oculus 1.PNG

    2 - After I hit play, showing the Oculus view going wherever it wants (in this case, where the game window used to be when docked) and not being within the game window where it is now located. Of note - the actual oculus shows nothing in this condition, whether on extended display or not.
    Unity Oculus 2.PNG

    Getting this working is essential to the workflow. Am I missing something basic?
    Inspiring
    August 19, 2014
    Does the Rift work if you try Oculus pre-built demos (desk scene, Tuscany)?
    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
    Participant
    August 19, 2014
    Yes. It works fine when running the direct-to-rift exe file.
    Inspiring
    August 19, 2014
    Sorry, this is a known issue with the logic that detects the game view. We are rendering over the wrong swap chain. There is already a fix in place that will come out in the next release. For now, It may help to hide the scene view before you run.
    Participant
    August 19, 2014
    Still no luck. I get nothing on the game window now.
    Inspiring
    August 20, 2014
    Can you disable DX11? It is in the player settings under "other"