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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
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    76 replies

    Up and Coming
    August 31, 2013
    This thread helped out a lot.. Thanks guys :)

    Is there a way to see the skybox in scene view while editing my scene?

    Thanks again.
    Up and Coming
    September 2, 2013
    Awesome script Nora, much appreciated :)
    September 15, 2013
    yes indeed, thank you Nora for this essential script !
    I divided my far clipping plane by 10 (^^") and now of course I have much better framerate, better shadows, less Z-fighting, etc., etc.
    Up and Coming
    September 16, 2013
    Yet another noob question this time from someone considering moving engines.

    Do I understand this correctly that Unity/Oculus requires a specific skybox type unique for the Rift?

    Can Marmoset Skyshop be used in the creation process or are there limitations on skybox's at this time?
    Participant
    October 16, 2013
    Thank you for the script Nora, it's awesome!
    Participant
    October 27, 2013
    I tried the Step-by Step instruction from Brendanfrank but still nothing happens with the empty game object, it is still empty after 5) below here..

    "5) In the scene hierarchy tab, expand the empty game object to find that several planes were created and mapped to your skybox texture. These planes form a physical box around the player if your Radius is set correctly,"
    Inspiring
    October 29, 2013
    @VRKnight: Have you tried this package?
    viewtopic.php?f=37&t=844#p10361

    Seems to work fine to me.
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    Up and Coming
    January 3, 2014
    Regarding the script, the skybox is static. So when I turn my player around (space game). The stars don't move like they should. I assume this is the same effect on any game type. Thoughts?
    http://daggasoft.com http://homeawesomation.com Check out vrTrek http://daggasoft.wordpress.com/2014/01/03/vrtrek-for-oculus-rift/ Check out Bricktastic - Beta Testers Wanted! http://daggasoft.wordpress.com/2014/02/12/bricktastic-beta-1/
    Inspiring
    January 3, 2014
    "ssshake" wrote:
    Regarding the script, the skybox is static. So when I turn my player around (space game). The stars don't move like they should. I assume this is the same effect on any game type. Thoughts?


    If by script you are referring to the OVRSkybox package that adam posted, it does look like you'll need to take care of making sure the skybox moves around when your camera moves around (a script that repositions the skybox to be the same position as the camera every frame). It looks like Nora's script already takes care of this but I haven't played with it to be sure.

    Does that help?
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    Up and Coming
    January 3, 2014
    Ya i was referring to Nora's. Pretty sure I applied the most recent one. Does it matter which object I apply the script to?
    http://daggasoft.com http://homeawesomation.com Check out vrTrek http://daggasoft.wordpress.com/2014/01/03/vrtrek-for-oculus-rift/ Check out Bricktastic - Beta Testers Wanted! http://daggasoft.wordpress.com/2014/02/12/bricktastic-beta-1/