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Up and Coming
May 3, 2013

How to apply the Rift specific skybox?

Hi,

I've made the unity car-tutorial rift-ready (see here).

I want to switch to using the special Rift skybox but don't know how to go about it.

Could someone provide the steps to take the skybox from the rift-unity integration packages and apply them to another scene/project?

Thanks, Adam
    This topic has been closed for replies.

    76 replies

    Up and Coming
    June 28, 2013
    I think I have a better solution for the missing skybox after deployment. The skybox isn't visible, because it isn't assigned to a material when building. Unity strips out all unused assets to keep the build size down.

    If you create a "Resources" folder and put the used shader in there you can force it to be included in the build. :)
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    Up and Coming
    June 28, 2013
    I agree that using the script's original "Unlit/Texture" shader would be better.

    But why then would unity include the "Self-Illumin/Diffuse" and not the "Unlit/Texture" shader?
    Note that I've only changed the string-name in Nora's script for the type of shader to generate.
    There really shouldn't be any difference.
    Up and Coming
    June 28, 2013
    Well, I'm also using the Unlit/Vertex Color Multiply Background from the topic below, so I have a shader file.

    viewtopic.php?f=37&t=1451&hilit=skybox

    But I had the same problem with the skybox not showing. "Unlit/Texture" isn't used somewhere else in the scene would be my guess, so at build it isn't compiled. "Self-Illumin/Diffuse" is included, because it is used somewhere else in your scene. So you can use another shader or place a shader in the Resources folder and use that one. :D
    ✪ Check out all our creations on vergevr.com! ✪
    Up and Coming
    June 28, 2013
    Im positive that "Self-Illum/diffuse" isnt in use in my project. Actually I tried a bunch of different shaders to find one that works visually for the skybox, and build ofcourse. Each of them worked, but not the "Unlit/texture" :mrgreen:
    Participant
    July 3, 2013
    Update SkyboxMesh.cs.

    - Fix shader(material) code.
    Instead of Unlit/Texture, I made ​​it to initialize the shader dynamically.

    > Marbas
    Thank you for your report, In the old script, Shader.Find () would fail if the Unlit/Texture is not included in the build.
    Participant
    July 3, 2013
    This is awesome! Thank you for taking the time to write this.
    New Participant
    July 4, 2013
    Thanks Nora! Nice work.

    Everything works fine except Follow a target. Maybe it's my misunderstanding, but change "PostUpdate" to "Update" solved this problem. How will "PostUpdate" work to update the transform?
    Participant
    July 4, 2013
    Hey, wait. This is unity, so shouldn't it be LateUpdate()?
    Participant
    July 4, 2013
    Update SkyboxMesh.cs

    - Bugfix follow target. ( Correction of spelling errors. PostUpdate () to LateUpdate() )

    > DarkMagicCK, daatgaming
    Thanks, and be sorry that it has not been tested.
    Up and Coming
    July 6, 2013
    Thanks Nora for fixing these minor issues. Works perfect! :)