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New Participant
January 28, 2015

Make DK1 build function on DK2 headset

Total newbie issue here.

I developed a build that functions perfectly for DK1 and I'd like it to function for DK2.

Now my assumption is that as the controller in Unity is the same, all you do is change the screen resolution from 1280x800 to 1920x1080 but since I don't own a DK2 headset I cannot test this theory :P

Am I thinking right?
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    4 replies

    Inspiring
    January 28, 2015
    If you use the latest Oculus integration, then the app will work on both DK1 and DK2.
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    New Participant
    January 29, 2015
    I used the latest that wasn't beta although I've had feedback that it doesn't work for DK2 and some asking for positional tracking, not sure how I can achieve this with DK1 as it doesn't have positional tracking therefore testing this is impossible for me.

    There's a lot of expectation that a DK1 build is meant to work for DK2 yet I have no means of testing this which is a little frustrating, particularly so that everyone that has recently purchased a DK2 wants to work a DK1 build on their headset.
    Inspiring
    January 29, 2015
    I believe the positional tracking is automatic when using the OVRPlayerController/OVRCameraRig prefabs. On DK1 it will "fake" the position using a neck-head model, and on DK2 it should use the camera. If you have done something really custom, maybe it is conflicting with this code.
    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
    January 30, 2015
    "vonbetelgeuse" wrote:
    I used the latest that wasn't beta


    There is your problem. Use 4.4beta and it should work.