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Inspiring
July 7, 2015

Oculus Utilities for Unity 0.1.0 Beta released

We have released the Oculus Utilities for Unity 0.1.0 beta. This package has basically the same API as our legacy Unity integration, but it's built with Unity's new first-party VR support (UnityEngine.VR). If you've been using Unity 5.1 with the new "Virtual Reality Supported" player setting enabled, you may have noticed the camera model and feature set differ from what was in the old integration. The Utilities enable you to update existing apps and also access Oculus features not exposed by Unity itself. Questions and feedback are welcome here.

You can download the Utilities and an updated copy of the SDKExamples from https://developer.oculus.com/downloads/.

Be sure to read the documentation at https://developer.oculus.com/documentation/game-engines/latest/concepts/unity-intro/.
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    80 replies

    Inspiring
    July 7, 2015
    Thanks a lot for this. I'm encouraged to take a shot at updating a project, and I'll certainly chime in if I run into any friction points.
    Titans of Space PLUS for Quest is now available on DrashVR.com
    July 7, 2015
    warning message with 5.1.1p3

    After I changed Company Name and Product Name in PlayerSettings to 'oculus' and 'UnitySample'
    the warning message disappeared.
    vrdavebAuthor
    Inspiring
    July 7, 2015
    This warning is harmless. Our scripts are just letting you know they defaulted the bundle identifier to "com.oculus.UnitySample" so the project will successfully build and run. You can replace that with any valid bundle ID you like.
    Inspiring
    July 7, 2015
    This appears in the output log after running a build with an OVRPlayerController (from Oculus Utilities) and VR enabled:
    [Compositor] ERROR: Compositor failed to initialize.

    (Filename: Line: 54)

    Bad config or LibOVR not found. VR disabled.

    (Filename: Line: 380)

    Unity v5.1.1p3, Oculus Utilities v0.1.0, OVRPlugin v0.5.0.

    Just want to confirm, I'm assuming this means I need to update to a newer Oculus Runtime?
    Titans of Space PLUS for Quest is now available on DrashVR.com
    July 7, 2015
    Thank you for fast reply

    In release note #4
    What is the eye relief and what is eye depth in information in oculus?
    Are they the same and what does it mean?

    The reset button(R) and the exit button(Esc) is not working anymore with OVRPlayerController, is it right?

    Also, can I see a stereo view like an older version?
    Up and Coming
    July 7, 2015
    Hi

    I found that enabling VR support in Unity just crashes both my Unity build and the executable. I installed 5.1.1p3 and everything. This is was on a new project and only using the utilities beta sdk. I made sure in my project settings that my build is set to architecture x86_64, and that there were no other OVR files in the project. When building using a normal FPS camera, or the new OVR Camera Rig, my Unity editor and the build always crashes.

    My crash log from the exe starts with:

    Unity Player [version: Unity 5.1.1p3_369fd983d9e1]

    OVRPlugin.dll caused an Access Violation (0xc0000005)
    in module OVRPlugin.dll at 0033:41553a3c.




    EDIT

    I've just seen this thread
    https://forums.oculus.com/viewtopic.php?f=37&t=24825

    Do you think it might be the case where the runtime does not think I'm running a VR application? Again this only happens when I enable VR support in the player settings
    New Participant
    July 7, 2015
    Hi
    I'm trying to make in work on my Mac. It's seems that there is a problem with the Mac64 bundle. Nothing is working for the moment. I've enabled VR support and used your Scenes.
    I'am using an old Oculus SDK. Oculus.com are not distributing the 0.6 version for mac. Is it true that they stopped developing for Mac ? What is the solution ? Should I be using Unity 5 or previous version for the moment ?
    Is there anyone who tried to make it work on Mac ?
    vrdavebAuthor
    Inspiring
    July 7, 2015
    "drash" wrote:
    I'm assuming this means I need to update to a newer Oculus Runtime?

    Yes. This is the first Unity package from us that requires the 0.6 PC runtime.
    vrdavebAuthor
    Inspiring
    July 7, 2015
    "kspwelsh" wrote:
    What is the eye relief and what is eye depth in information in oculus?

    The two values are related, but slightly different. Eye depth is the horizontal distance from back of the user's neck (the pivot of our head-neck model) to the midpoint between their eyes (the initial camera position). Eye relief is the distance from the display lens to the user's eye. We only expose eye depth, inter-pupillary distance, and eye height from Unity, but there are ways of getting the eye relief if you need it.
    vrdavebAuthor
    Inspiring
    July 7, 2015
    "kspwelsh" wrote:
    The reset button(R) and the exit button(Esc) is not working anymore with OVRPlayerController

    Those key bindings are no longer in the OVRPlayerController prefab by default, but you can add them by adding the OVRSceneSampleController script to your GameObject.

    "kspwelsh" wrote:
    Also, can I see a stereo view like an older version?

    The post-distortion "eye bubbles" are really part of the display pipeline, so we only show the undistorted eye image on the main monitors. You could write a plugin to grab the old distorted image with the "mirror texture" API in LibOVR: https://developer.oculus.com/doc/0.6.0.0-libovr/_o_v_r___c_a_p_i___d3_d_8h.html#a67563a5e92920772cdc5f15e838afbde.