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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

    New Participant
    June 4, 2015
    "adam" wrote:
    I figured out how to create a package, so here is the OVRSkyBox, ready to drop into any scene.

    OVRSkyBox

    Cheers, Adam.

    thanks for you
    New Participant
    July 13, 2015
    "ssshake" wrote:
    Some one PM'd me to a copy of my skybox so I decided to export my skybox object as a unity package.

    Repository: https://github.com/ssshake/OculusRift_Skybox

    Direct Download: https://github.com/ssshake/OculusRift_S ... e?raw=true

    So this package contains the skybox object, materials and nora's script. Just import it, assign the space material, or you own, set it to follow your player/camera.



    Thank you so much!! I am a beginner in developing VR environment with Oculus and your package saved my day! :D
    Up and Coming
    July 13, 2015
    dummy here..
    what is so special about the OVR skybox? Iv only used the unity procedural skybox, why do I want the OVR one?

    Thanks
    Inspiring
    July 13, 2015
    In Unity 5.1 VR Supported, the default skybox works fine. However, with older integrations there were issues with the depth of the skybox in stereo that made it uncomfortable to look at.
    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
    July 13, 2015
    ouch.. glad I didnt have to see that!
    New Participant
    November 5, 2015
    This thread has been quite helpful. Thanks very much. Working on the "invisible shader" problem now.

    Edit:

    Well, it seems that in Unity 5.1.2 the skybox works without the skybox mesh, as noted above. I went to the Center Eye Anchor, I created the skybox material InsertSkyboxMaterialNameHere as Skybox/6-sided, added it to the scene with Windows/Lighting Scene tab, as noted in the basic instructions, and dragged it to the Skybox slot there.

    When done, the InsertSkyboxMaterialNameHere does not show up in the "Target Texture" nor any other slot in the Inspector window of the CenterEyeAnchor object. I mention this because even the simplest details of that nature can confuse beginners (namely me), especially when we come across multiple instructions written for multiple versions of Unity times multiple Oculus versions.

    Also, some of the previous instructions about Skybox meshes are going to come in really handy when I try reverse-engineering packages like the Space Graphics Toolkit, because it still seems to use a skybox mesh at this point.

    Still learning.

    Edit 2:

    Clicking on Center Eye Anchor, going to the menu Component/Rendering/Skybox and adding that to it DOES give you a window to drag the material InsertSkyboxMaterialNameHere, if you feel an overwhelming need to SEE THAT DARN SLOT, DARN IT and get some closure on the issue. I suppose. I'm confident that later on the Skybox component will have more uses than blue blanky comfort item for the frustrated beginner.