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Up and Coming
September 11, 2014

Editor Play, Game = black screen

Does anyone know what the cause for the Play and black screen issue is?

This has been reported on the forum here for over a month now, with numerous SDK upgrades and fixes. Yet this problem still persists. Sometimes it can be hard to test scenes and tweak screen space effects by having to build each time, as we have no real-time DK2 feedback to test with.
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    33 replies

    September 20, 2014
    "eVRydayVR" wrote:
    FYI I posted a workaround for this issue in this thread:

    viewtopic.php?f=37&t=14739

    It just switches to monitor mode when using the Editor Play and the headset remains inactive, but it's sufficient for testing a lot of things.

    I experience random behaviour very similar to Gerald and it rarely works. In particular it seems to always fail if I try to start it with Maximize on Play, and thereafter will never work again until I restart Unity, perhaps because I have a 4K monitor. I'm on:

    Windows 8.1 Pro x64
    GTX 780 Ti
    GeForce 344.11 Driver
    Unity 4.5.3f3


    Cool, thanks for sharing that. Will give that a shot.

    cheers
    Matt
    New Participant
    September 24, 2014
    I get a black screen on my macbook pro retina when the "x86_64" or "Universal" architecture is selected in the Unity build settings. With "x86" it works well while windowed, but when in full screen, only the left camera works. Using DK1.
    Inspiring
    September 24, 2014
    @partellang : What happens to the other side of the screen? Can you take an image or a video?
    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
    September 30, 2014
    Same for me : with "Use Direct3D 11*" not ticked, DK2 in game mode works fine in Extended Desktop mode. Tested on Unity 4.5.4f1, OVR 0.4.2 (firmware updated).

    The only buggy thing is that text in the info dialog is blurry and looks very strange ...

    In Direct HMD Access, Unity3D crashes.
    Participant
    September 30, 2014
    Just got DK2 0.4.2 OSX Mavericks Unity 4.5.3 editor working in a Macbook + Thunderbolt display + DK2 setup after having the black screen issue in the Unity editor.

    EDIT 9/29/14 : This stopped working but I got it working again. I quit Unity, closed the Macbook lid and played a standalone build, then reopened the lid and restarted Unity. Haven't honed in on the exact fix.

    ------------------------

    What I did:

    - Make all 3 screens active. Don't close the lid on the Macbook.
    - Open the Displays preferences
    - Go to Arrangement
    - Set the DK2 to 90deg rotation so that it actually is right side up and in landscape mode 1080p.
    - OPTION DRAG the Macbook display to the DK2 display. This will selectively mirror those two displays while leaving the other display alone. Set the displays to optimize for Rift DK2. After this the Macbook and DK2 should be rendering at 1080p landscape.
    - Move the Mirrored DK2/Macbook display stack to the LEFT of the external monitor. It appears that the DK2 only likes to render if it is the left-most display.
    - Make the DK2/Macbook display stack the primary monitor in the Displays/Arrangement panel by dragging the white bar from the external display to the mirrored ones. This may unmirror the displays. If it does, just remirror them with OPTION DRAG.
    - Open the Unity editor and place the game window on the mirrored displays. Make it fill the screen.
    - Set the game window to FREE ASPECT. For some reason 16:9 caused it to go black for me.
    - Hit play and sacrifice a goat.

    In my experience if you can get the Tiny Room demo to render, this setup will also work.
    New Participant
    October 1, 2014
    "cybereality" wrote:
    @partellang : What happens to the other side of the screen? Can you take an image or a video?


    Thanks for the reply! :)

    The right camera was not visible because I had edited the OVRCamera.cs to support multiple cameras which works fine, but for some reason if there are image effects on a lower depth camera, it will mess things up. I have 3 cameras for each eye, the first is rendering objects up to 10000 units (closeby spacecraft), the second renders the Earth and the Moon and the third renders just a sphere with the stars texture for the backdrop. I managed to get the projection matrixes match by changing OVRCamera and it all works nicely, other than the fact that when I have image effects on the lowest depth camera that renders the stars, there will be problems when in fullscreen mode of a built game. But since Ive edited the scripts, there's probably nothing you can do to help here.

    The other problem with the different architecture targets is interesting, because when I built the unchanged Tuscany demo, it worked perfectly with all targets. I tried to trace this down and got to the point where I disabled the existing OVRPlayerController in the Tuscany demo scene and dragged in a new one from the prefab. The new one didn't work - black screen when building for Mac Universal or 86_64. So I started to make the new instance identical to the existing one step by step and found that setting "UsePlayerEyeHeight" true was what fixed the problem. Digging in the code of OVRCameraController and OVRDevice revealed that if OVR_GetPlayerEyeHeight(ref eyeHeight) gets called, it works, if it doesn't, it will not work. Since it goes into the DLL, I can't dig any further.

    Cheers,
    Pärtel
    Up and Coming
    October 2, 2014
    I have found that the unity editor game screen goes black AFTER I resize it. Basically, the first time you press 'Play', it works fine. If I maximise the game screen or resize it after, it won't work. therefore I have to restart the editor. If you do resize the screen, make sure you do it before the first 'Play'.
    New Participant
    October 4, 2014
    Hi,

    First of all sorry for my english.

    I have the DK2 version. I made a little scene with Unity and in the beginning it worked fine in Direct HMD. Few days after, no.

    In Unity I have the movements of the headset but on the screen of the headset nothing.

    I try many things : clean/reinstall all the drivers and Unity installation. Same problems.

    I have to fix this problem. I have to make some scenes with Unity and Oculus Rift for some professional tests.

    But for now I can't and I see that there is no really answers that fix the problem.

    Maybe I have to switch on Unreal or CryEngine ?

    My hardware : Windows 7, Intel i7 2600k, Radeon HD7950, SDK 0.4.2

    Thanks for all.
    Participant
    October 4, 2014
    Did you try the extended mode ? I used to put the rift as the primary display in Windows display properties and drag the game window on it then click the maximize button (a bit difficult to do because of the weird render of the Windows desktop in the Rift). This give only a 60fps and not full screen experience but this is ok for testing. For better results, just build.
    Up and Coming
    November 11, 2014
    Here's a video of my black screen
    http://a.pomf.se/dbepax.webm

    The first attempt works great, the second results in either totally black screen or flickering screen.
    The black probably comes from the fade in texture, because when I changed it into something else (crosshair texture) it looked like this


    Changing to DX9 works.
    This is with newest Runtime, Unity integration (beta 4.3.1) and Unity 4.5.5p5. Also DK1. Intel Core i5@2.76GHz, 7850, 8Gb DDR3 RAM and 64-bit Win7