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Inspiring
March 28, 2016

Oculus 1.3 Requires Unity 5.3.4p1 + New OVRPlugin for Unity 5

To develop for Oculus 1.3 you'll NEED to specifically be using Unity 5.3.4p1:
https://unity3d.com/unity/qa/patch-releases

You will also NEED to download the OVRPlugin separately and patch Unity:
https://developer.oculus.com/downloads/game-engines/1.3.0/OVRPlugin_for_Unity_5/

Finally, you'll have to update the Oculus Unity Utilities:
https://developer.oculus.com/downloads/game-engines/1.3.0/Oculus_Utilities_for_Unity_5/

If you have any questions, please let me know. Thanks.
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    40 replies

    Inspiring
    April 7, 2016
    You still need an account, but it's a free license (with some requirements).
    http://unity3d.com/unity/qa/patch-releases/5.3.4p1
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    New Participant
    April 8, 2016
    I couldn't somehow get the license when I tried, I may try again then. Thanks
    New Participant
    April 9, 2016
    Oh wow THANK YOU for posting this! I thought I was going crazy for a while there. Got all the specific build versions downloaded and setup and I'm back up and running! Appreciate it!
    Participant
    April 10, 2016
    Is there a way to install the OVR plugin on Mac? The instructions are for Windows. I will build a Windows app for runtime, that's fine, it's just all my development tools are on Mac.
    Up and Coming
    April 10, 2016
    In the finder, ctrl-click on the unity app (in applications/unity) and "Show package contents". Go to Contents/VR/oculus and update the files.
    current GearVR project: 3D Gallery 3
    Participant
    April 10, 2016
    That did it, thanks! I was working around it by loading the dll into each project, but this is the correct solution.
    Participant
    April 15, 2016

    fonurr said:

    I couldn't somehow get the license when I tried, I may try again then. Thanks


    @fonurr 
    If you're having problems maybe checkout my Oculus dev mini course and see if that helps: http://learn.vrdev.school/courses/oculus-rift-developer-mini
    I've only got two of the videos edited and published so far but it walks you through the process cybereality describes above so maybe it's enough to help you get going for now.
    New Participant
    April 15, 2016
    Can anyone at Oculus explain to me why I'm getting literally double the performance on my iMac (Bootcamp Win10) on runtime 0.8 and Unity 5.3.4, than my brand new kick ass Win 10 with GTX 980 on runtime 1.3 and Unity 5.3.4.  There's a hell of a lot of time spent waiting for the GPU.  

    For those of us delivering to clients this is not good news!


    New Participant
    April 15, 2016
    [VRDevice] Initialization of device oculus failed.

    Why is this? Every thing has been done :P 

    (I am using runtime 1.3.0)
    April 16, 2016
    I have everything running fine in unity on a DK2 with 1.3, however when I make a build it will only show up on the monitor and not DK2. I have tried with home turned on and off first etc. VR enabled is on and plays fine in unity editor, I have allow 3rd party apps checked and all the other elements I am not sure why my build won't enable the headset.