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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 8, 2015
    "hash280689" wrote:
    I cant seem to get it show up in the actual Oculus

    In the log, it looks like you are using direct mode on a GeForce GTX 675M. That might be below the level we can support. Can you try running in extended mode?
    vrdavebAuthor
    Inspiring
    July 8, 2015
    "ccs" wrote:
    Is there any way to turn off vsync with this new integration and utilities?

    Unfortunately there isn't. We understand this will require some changes in the development process, but our SDK heavily depends on correct frame timing. The NoVSync flag was removed from the 0.6 release. However, you can use Unity's built-in profiler or ETW to get much more information. There is also a new performance overlay you can access through the Moonlight/Scripts/Utils/OVRDebugGraph.cs script. It will show you how long frames are taking to render and other stats.

    "ccs" wrote:
    In addition, is there are way to turn off mirroring?

    Yep, set UnityEngine.VR.VRSettings.showDeviceView = false.
    vrdavebAuthor
    Inspiring
    July 8, 2015
    "Anticleric" wrote:
    Still missing random lights in the right eye.

    That does sound like a culling issue. I'll see if we can reproduce it here.

    "Anticleric" wrote:
    Performance is worse than the 0.6.0.1 alpha release on 5.1.1p2.

    Not much has changed performance-wise since 5.1.1p2 and the alpha. You were using the first-party-based package, right? Can you profile and give some more detail on what is slower?

    "Anticleric" wrote:
    The editor also crashes when loading these scenes.

    It seems to be crashing after the second LoadLevelAsync call. Does it also crash in "Needful Things" that is the first level you load? This is probably going to be hard for us to reproduce without a project. Would you mind clicking Help > Report a Bug and sending me the bug ID you get from Unity?
    July 8, 2015
    "vrdaveb" wrote:
    There is also a new performance overlay you can access through the Moonlight/Scripts/Utils/OVRDebugGraph.cs script. It will show you how long frames are taking to render and other stats.


    That only works on GearVR, right?
    vrdavebAuthor
    Inspiring
    July 8, 2015
    Sorry, it's scheduled for a near-future release on PC as well.
    July 8, 2015
    This is great! Trying it today, thank you
    Inspiring
    July 9, 2015
    Still trying to sort out these crashes. It only happens from Chinatown into other scenes, BUT only when I build in an unrated scene. If I don't build with that scene included... it's fine.

    Super weird considering it didn't happen with the last unity patch. I'll sort it.

    I'll also try to get some profiler info for you. Could adding all of the debug scripts decrease performance by chance? That's the only thing I csn think of off the tip of my head.

    The lights in the right eye thing is the real priority. I'm in the new deferred mode with lots of lights I'm the scenes. Was thinking it may be using a different number of pixel lights in the right eye than the left.

    Also the mouse movement thing. I'm using a controller as the main input.. but fall back to the mouse for quick testing.

    Anyhoo.. just rambling aloud.
    thanks for everything.
    IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
    Up and Coming
    July 9, 2015
    What is the recommended way to access raw accelerometer data using the utilities?
    Up and Coming
    July 9, 2015
    Also, what is the correct way to completely disable head position tracking as well as the head model? It says in the utilities doc to " see OVRCameraRig.UpdatedAnchors above", but I don't see any section that describes the right way to modify the code.
    Inspiring
    July 9, 2015
    The crashes are killing me. Spent all day trying to track it down on my end. Consistently crashes when loading from a heavy scene to any other scene.

    Was just about to give up and revert and decided to turn of the "vr supported" check box. Doesn't crash.

    My project file is about 30 gigs so that's not happening. I can upload a small build that crashes, but not sure that would help.

    Any insight would be apreciated.
    IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR