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Up and Coming
November 13, 2013

Don't Upgrade To Unity 4.3 Yet

Drash and I both ran into the same issue after upgrading to Unity 4.3. The game runs fine in the editor, but when it is built it runs very slowly. This isn't specific to Rift projects either. I get the issue even on the AngryBots example project. I posted on the Unity forums and hopefully someone can find a solution (http://forum.unity3d.com/threads/210543-4-3-Standalone-Builds-Really-Poor-Performance). Until then, it would be best to stick to 4.2.
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    45 replies

    New Participant
    November 14, 2013
    Hi all, just a heads-up from the Unity side, the bug has been registered in our system and is working through the QA process. I don't have any current estimates on how long it will take to fix etc but we are looking into it.

    Cheers
    ---------------------- Joe Robins Unity Technologies
    boone188Author
    Up and Coming
    November 14, 2013
    "joeroyo" wrote:
    Hi all, just a heads-up from the Unity side, the bug has been registered in our system and is working through the QA process. I don't have any current estimates on how long it will take to fix etc but we are looking into it.

    Cheers

    Thanks for monitoring this forum and for working on the issue!
    Inspiring
    November 14, 2013
    Great! Hope to see this fixed soon.
    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
    sh0v0r
    Up and Coming
    November 19, 2013
    "joeroyo" wrote:
    Hi all, just a heads-up from the Unity side, the bug has been registered in our system and is working through the QA process. I don't have any current estimates on how long it will take to fix etc but we are looking into it.

    Cheers


    Will this performance issue be rolled out once its fixed or will we have to wait for a whole bunch of 4.3 fixes to be addressed before we get an update?

    Looking at the support forum it looks like you guys have a lot of fires to put out...
    Up and Coming
    November 20, 2013
    I hope it's soon, I'm getting addicted to Lunar Flight and I'd very much like it to be higher resolution
    GunLock - Multiplayer FPS UE4 Rollercoaster HydraDeck - RTS
    Up and Coming
    November 21, 2013
    Hey, guys without Unity Pro, try using 4.3 to run the Oculus Prefabs.

    Someone posted about this:
    I am also the (I think) first one, to see a new bug in unity 4.3. And that is The Image Effects that are a pro only feature are working in my non-pro unity 4.3 version, up-to 4.2.2 these were not working.

    One thing everyone, nothing to surprise those are mistakenly working in Editor only. But on production builds, its still locked, which is true for a non-pro user.


    Now, if you use "maximize on play" you too might be able to develop for the Rift. You just can't export your creations yet...
    Up and Coming
    November 22, 2013
    I can also confirm that renderTextures works with 4.3 free, at least in the editor, not sure about the builds.
    Note that you cant create a rendertexture, but already created ones seems to work just fine.
    New Participant
    November 23, 2013
    Hey Guys!

    Did you try to disable "static batching" when exporting your games? This workaround is rather bad but increased my fps back to 50-60.
    Participant
    November 23, 2013
    "virror" wrote:
    I can also confirm that renderTextures works with 4.3 free, at least in the editor, not sure about the builds.
    Note that you cant create a rendertexture, but already created ones seems to work just fine.


    The guy who made the FXLab scripts in the asset store had some sneaky ways to grab rendertextures in Unity free but it's still much much slower than pro

    Mind because he managed that, you can get the OR working with Unity Free, i very recently made a package that contains the stuff you need to get unity free working with the oculus rift (Both Pro-needing issues, the barrel distortion and the headset orientation are not so much a problem) it just seems noone really cares!

    Well anyways, if you can afford 20 dollars for the guy's FXLab asset from the asset store or you're okay with messing around with Oculus Overlay viewtopic.php?f=29&t=299&start=20 then maybe it'll come in useful

    http://pourfoi.co.uk/OculusFree/OculusFree.zip

    It's probs got a few manners of faults in it, or more relevantly i'm sure i'm within OR's remit regarding licensing but other than I don't know if i'm meant to supply the OR sdk along with it all, i've provided source for everything else involved. It's all very much a DIY kind of project though, doesn't use hacky dlls from vereio etc
    boone188Author
    Up and Coming
    November 23, 2013
    "LightYarn" wrote:
    Hey Guys!

    Did you try to disable "static batching" when exporting your games? This workaround is rather bad but increased my fps back to 50-60.

    Yeah I tried that and it had no effect. Even if it worked it would still be unusable, because you can't really optimize a game without static batching.