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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

    vrdavebAuthor
    Inspiring
    July 7, 2015
    "hash280689" wrote:
    When building using a normal FPS camera, or the new OVR Camera Rig, my Unity editor and the build always crashes.

    Can you send the full output_log.txt?
    vrdavebAuthor
    Inspiring
    July 7, 2015
    "atelierparreno" wrote:
    Nothing is working for the moment. I've enabled VR support and used your Scenes.

    What is happening? A crash, a hang, no VR, black screen, something else? It would help to have the log from ~/Library/Logs/Unity/Player.log.

    "atelierparreno" wrote:
    Is it true that they stopped developing for Mac ?

    LibOVR is no longer being updated for Mac, but you can use the 0.5.0.1 runtime with Unity 5.1.1p3 and the Utilities 0.1.0. Visit https://developer.oculus.com/downloads/, select "Platform: PC" and "0.5.0.1-beta" from the drop-downs at the top of the page. Then download and install "Oculus Runtime for OS X". Note: apps won't work very well on OSX due to low performance and current vsync issues. But you should be able to do basic testing with DK2 and build for Gear VR.
    New Participant
    July 7, 2015
    Hi vrdaveb,
    Actually nothing is moving there seems to be no connection between the oculus and the program. However the Oculus is working fine with applications I have done few days ago.

    I also wanted to know if it was possible to use UNITY 5.1.1p3 and Oculus Integration 5.1. I mean what if I am not using the Unity Utilities ? I just have to disable VR support wright ? Can I still enjoy the new baking process and images effects ?

    Do you know if LibOVR has a chance to be updated one day ? I mean I used to work on Macintosh. I'm I stucked in the old ways forever ?

    Thank you
    Up and Coming
    July 7, 2015
    Ok, so just a little confused about the Utilities package.

    When Unity released 5.1 I naturally tried to open my project in it. Needless to say, it did not end well. I then totally ripped Push apart, pulled the Oculus package, re wrote a load of code and finally got it all working.

    So as it stands now, I have the game working fine with just the latest Oculus runtime and the latest version Unity 5.1.

    So questions:

    1. If i have my game working with latest runtime/Unity 5.1, do I need the utilities?
    2. If the utilities are optional, do the offer any advantages over not having them?
    3. If I install the utilities, does this mean that I am effectively making Push into an 'Oculus Only' title? (I may be wrong here, but I was under the impression that Unity 5.1+ was aiming to let developers create 1 VR build that would work with many headsets.)

    Sorry for the questions, but I'm a sucker for anything new and shiny, especially if it's from you guys and there is hint of improved game quality ;)

    Cheers!

    Lupus
    Lupus, lone developer at Lupus Solus. Currently working on Push For Emor. http://www.indiedb.com/games/push-for-emor http://www.twitter.com/pushforemor
    vrdavebAuthor
    Inspiring
    July 7, 2015
    "atelierparreno" wrote:
    Actually nothing is moving there seems to be no connection between the oculus and the program.

    That could happen for a couple of reasons. Can you attach the log? There will probably be an error message in it that we can use to debug the problem.

    "atelierparreno" wrote:
    Do you know if LibOVR has a chance to be updated one day ? I mean I used to work on Macintosh.

    Not in the near future. But Unity's built-in VR and the Utilities should work on Mac.

    "atelierparreno" wrote:
    what if I am not using the Unity Utilities ? I just have to disable VR support wright ?

    Right, you have 3 choices:
    1) Use the 0.1.0 Utilities with Unity 5.1.1p3 or higher.
    2) Use Unity 5.1.1p3 or higher without the Utilities. Enable "Virtual Reality Supported" in Unity's Player Settings. You won't be able to publish to the Oculus Store, but you won't have to import any special assets.
    3) Use the legacy 0.6.0 Oculus integration. It works on Mac. Disable "Virtual Reality Supported".
    vrdavebAuthor
    Inspiring
    July 7, 2015
    "Lupus Solus" wrote:
    If i have my game working with latest runtime/Unity 5.1, do I need the utilities?

    No, that's right. It's possible to make VR apps without the Utilities. Just use Unity 5.1.1p3 and enable "Virtual Reality Supported". If you're building for Android, drop your signature file in Assets/Plugins/Android/assets.

    "Lupus Solus" wrote:
    If the utilities are optional, do the offer any advantages over not having them?


    Here are the benefits compared to using Unity 5.1 without the Utilities (taken from https://developer-stage.oculus.com/downloads/game-engines/0.1.0-beta/Oculus_Utilities_for_Unity/):
    0. Ability to publish to Oculus Store.
    1. Standard camera rig with head-tracked “anchors”.
    2. Detailed tracking information such as head acceleration, velocity, and latency and the IR tracker pose.
    3. Control over the tracking method (positional, head model only, rotation-only).
    4. Information about the current user’s IPD, eye relief, and eye height.
    5. Control over graphics performance/quality features such as monoscopic rendering, queue-ahead (PC-only), and chromatic aberration.
    6. Experimental overlay support for high-quality text and video on a world-space quad.
    7. First-person shooter-style locomotion.
    8. Screen dimming on scene transitions.
    9. Notification when out of positional tracking range.
    10. Cross-platform gamepad support.
    11. Debug overlay with real-time performance and latency graphs.
    12. (Android only) Access to the Oculus platform UI.
    13. (Android only) Performance and power management.

    "Lupus Solus" wrote:
    If I install the utilities, does this mean that I am effectively making Push into an 'Oculus Only' title?

    Apps that use the Utilities will work with the Oculus Rift and Samsung Gear VR. When other headsets are active, you should disable any scripts or prefabs from the Utilities and use plain Cameras, etc.
    Up and Coming
    July 7, 2015
    Thanks for the reply vrdaveb :)
    Lupus, lone developer at Lupus Solus. Currently working on Push For Emor. http://www.indiedb.com/games/push-for-emor http://www.twitter.com/pushforemor
    Up and Coming
    July 8, 2015
    "vrdaveb" wrote:
    "hash280689" wrote:
    When building using a normal FPS camera, or the new OVR Camera Rig, my Unity editor and the build always crashes.

    Can you send the full output_log.txt?


    Hi

    I think my computer must have been having a bad day or something. Perhaps I should have restarted my PC after installing Unity updates. It seems to be building and working fine now. Though I cant seem to get it show up in the actual Oculus but I'm sure there's something I'm missing.

    I'l attach the output file anyway in case anyone else encounters a similar problem.
    July 8, 2015
    I have the new integration up and running with little trouble (moved from Unity 5.0.2 & OVR 0.6.0.0). I appreciate the inclusion of nearly matching player and camera prefabs, as that made the update quite easy. I only had to tweak a couple of things.

    One question or request. Is there any way to turn off vsync with this new integration and utilities? In previous integration I had this method:

    uint caps = OVRManager.capiHmd.GetEnabledCaps();
    caps &= ~(uint)HmdCaps.NoVSync;
    OVRManager.capiHmd.SetEnabledCaps(caps);

    capiHmd has been removed though, so that no longer works. I also tried using built-in Unity method for vsync by setting QualitySettings.vSyncCount = 0, but that doesn't work either.

    During development, this is extremely useful for seeing the amount of performance overhead you have. For instance, I can see if my game is capable of running at 100fps, for planning for CV1. Yes I can use the profiler to get a rough estimate, but I find the profiler has significant overhead in many situations and doesn't give a completely accurate account of actual in-game performance. For example the profiler in editor shows I should be getting about 75fps, but in game I find I'm getting about 105fps (with the old integration where I could check this).

    In addition, is there are way to turn off mirroring? OVRDisplay used to have an option for that. This one isn't as important as I actually like the new undistorted mirror.

    Thanks
    ccs
    Inspiring
    July 8, 2015
    Still missing random lights in the right eye. Thought it was occlusion culling at first.. now I'm not sure. Regardless, left eye is fine, but when certain lights move too far to the right, they stop rendering in the right eye. Maybe Unity's issue?

    Performance is worse than the 0.6.0.1 alpha release on 5.1.1p2. Bummer because I was really enjoying the much improved performance.

    Also, crashes while loading scenes now. Not all scenes, but some of them consistently.
    Here is my crash dump:
    http://www.mediafire.com/download/kem98 ... /crash.zip

    The editor also crashes when loading these scenes. Was fine in the alpha build. Better than fine actually. Everything ran beautifully with the alpha build and unity 5.1.1p2 (aside from tracking issues between scenes and the right eye lights thing).

    Oh. Weird control issues: If you move the mouse forward or back while moving with WASD or the controller, it warps you very quickly in the mouse direction. Quite disorienting.
    I assume this is related to the gear stuff in Unity's input mapping.

    I'll buy you a drink at OC2 if you can fix it all before I submit to the Proto Awards on the 15th Dave ;)
    <3
    IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR