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February 10, 2015

Half screen size in Mac builds

I'm having a strange problem. My Oculus Rift game runs perfectly in Windows. But when I move the project to Mac and have a build, the built app game covers only a quarter of screen (half width, half height). What could possibly be wrong? I tried Tuscany demo, it worked fullscreen without any problems.

I use Unity Pro 4.6.2, OSX Yosomite, 0.4.3.1 of Oculus Rift.
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    8 replies

    Inspiring
    February 10, 2015
    I believe this can happen when the wrong resolution or refresh rate is selected.

    Make sure you are running at 1920x1080 and at 75Hz refresh.
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    Gord10Author
    New Participant
    February 11, 2015
    I resolved the problem by creating a new Unity project and copying assets to it. I couldn't understand what made the game unplayable in my previous settings.

    Apparently it is not a problem about monitor resolution or frequency. This new project (and other OR demos) runned successfully in the same monitor settings.
    Inspiring
    February 11, 2015
    You probably adjusted the "virtual texture scale" by accident (on OVRCameraRig on the OVRManager component).
    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
    Up and Coming
    February 13, 2015
    Unity also sometimes does some weird things with caching your resolution settings even if you change them in the Inspector. I had trouble with this a while ago, and to fix it I made a simple function to set the application to display on the Rift's native resolution if it isn't already.


    private void CorrectResolution()
    {
    Resolution nativeResolution = Screen.resolutions[Screen.resolutions.Length - 1];
    if(Screen.width != nativeResolution.width || Screen.height != nativeResolution.height)
    {
    Screen.SetResolution(nativeResolution.width, nativeResolution.height, true);
    }
    }


    Keep in mind that this sets the screen to its highest normal display resolution instead of 1920x1080, so on a screen that's not the DK2 it will still resize to fit the bounds. Hope this helps.
    Up and Coming
    March 24, 2015
    I'm seeing something similar. Is this what it looked like?

    smallImage.jpg

    My situation is:
    The app is running fine on the PC.
    Compiling via Unity 4.6 running on a PC. Testing on mac. Other Rift Mac Apps work fine.
    SDK 0.4.4, DK-2
    virtual texture scale = 1, Mac Resolution 1920x1080

    I'll try the solutions listed in this thread.
    Inspiring
    March 24, 2015
    That will usually happen if virtual texture scale is less than 1.

    Also, make sure your are not cloning the Rift and the main monitor.
    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
    Up and Coming
    March 24, 2015
    Thanks Cybereality. Jyakku's insightful code solved it for me. Thank you for posting it Jyakku.
    Up and Coming
    March 26, 2015
    Sure thing, happy to help!