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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
    September 5, 2015
    "vrdaveb" wrote:
    @anticleric, does Unity 5.1.3p2 fix the level loading crash you encountered?


    Ah yes it did. Sorry I didn't report back. I sent it out to Ed at Unity.
    IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
    Up and Coming
    September 15, 2015
    I'm not able to see the Perf HUD on either the HMD or screen in my own project. (I can see the Perf HUD in Titans.) Hopefully I'm missing something obvious, and these versions are supported.

    Repro steps for Unity 5.1.2f1, DK2 on runtime 0.6.0.1 Edit: in direct mode.

    New project. Player Settings->VR supported. Import OculusUtilities_0_1_0_beta.

    I open and play the OVR/Scenes/Room scene, hit space and see the OVRDebugInfo menu with fps and latency #s.

    I drop OVR/Moonlight/Scripts/Util/OVRDebugGraph onto the OVRPlayerController, hit play, hit start on controller.... and only get the Log line "TOGGLE GRAPH", and see the enum change in the inspector for the Debug Graph script.

    No Perf HUD in HMD or on the screen. Hit space: debug menu is unchanged.

    Troubleshooting:
    Build, then run project. No change.
    Various monitor combinations and mirroring off: no change.
    Inspiring
    September 15, 2015
    The Perf HUD is toggled inside the 0.7 Config Util. Go to "Tools -> Advanced -> Show Performance HUD".
    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
    Inspiring
    September 16, 2015
    Did Playmaker break and just freak out for anyone else after importing the Oculus Utilities? I am on Unity 5.2 if this makes a difference. I know 5.2 is not recommended. Basically all the FSMs just disappeared and the alerts just keep adding up til the editor eventually crashes. Fortunately I had just backed everything up. Just curious. I have been getting by so far without the Utilities but I was still interested in seeing how they can improve my project. I am too invested in Playmaker to pull that out now if they do not cooperate. Thanks in advance.
    Inspiring
    September 16, 2015
    Are there any warnings or errors in the console?
    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
    Inspiring
    September 17, 2015
    Well scratch that. I went to sleep, then went to work, and when I came back to my project to get the error codes and it was working fine again. All the FSMs work again and the OVR controller is working too. Though Scale seemed to be off a bit as I am now really short but I got some ideas why that is happening. Maybe I had just been using Unity too long that day. *shrugs* Thank you though.
    Up and Coming
    September 17, 2015
    "cybereality" wrote:
    The Perf HUD is toggled inside the 0.7 Config Util. Go to "Tools -> Advanced -> Show Performance HUD".


    This menu doesn't exist on runtime 0.6.0.1. Does that mean I can't use the HUD in my builds, despite scripts being in the Unity Utilities? I can view the HUD in Titans, and I understood that Drash was also using 0.6.0.1 and Unity 5.1.2f1.

    (One of the projects I'm helping with is still on 0.5 for Mac, so I have not upgraded my PC past 0.6 runtime so I can work with both Unity 5.0 + 0.5, and 5.1 + 0.6. My understanding is 0.5 builds and dev don't work on 0.7 runtime.)

    Thanks, hope to meet you both next week!
    vrdavebAuthor
    Inspiring
    September 17, 2015
    You can also enable the perf hud by adding OVRDebugGraph to your scene. Set debugMode to DEBUG_PERF_RUNNING.
    Up and Coming
    September 20, 2015
    Manually setting to DEBUG_PERF_RUNNING has the same behavior (no display) as using the gamepad to toggle it on.

    If anyone can share a binary with working perf HUD using my quick repro steps on 0.6.0.1 and Unity 5.1.2f1, that would at least confirm it's a problem on my machine and not the versions used, or something I missed.


    "zwendt" wrote:
    I'm not able to see the Perf HUD on either the HMD or screen in my own project. (I can see the Perf HUD in Titans.) Hopefully I'm missing something obvious, and these versions are supported.

    Repro steps for Unity 5.1.2f1, DK2 on runtime 0.6.0.1 Edit: in direct mode.

    New project. Player Settings->VR supported. Import OculusUtilities_0_1_0_beta.

    I open and play the OVR/Scenes/Room scene, hit space and see the OVRDebugInfo menu with fps and latency #s.

    I drop OVR/Moonlight/Scripts/Util/OVRDebugGraph onto the OVRPlayerController, hit play, hit start on controller.... and only get the Log line "TOGGLE GRAPH", and see the enum change in the inspector for the Debug Graph script.

    No Perf HUD in HMD or on the screen. Hit space: debug menu is unchanged.

    Troubleshooting:
    Build, then run project. No change.
    Various monitor combinations and mirroring off: no change.
    Up and Coming
    September 28, 2015
    One last ping on this, in case it got lost in the OC2 shuffle. Thanks for an amazing event!

    "zwendt" wrote:
    Manually setting to DEBUG_PERF_RUNNING has the same behavior (no display) as using the gamepad to toggle it on.

    If anyone can share a binary with working perf HUD using my quick repro steps on 0.6.0.1 and Unity 5.1.2f1, that would at least confirm it's a problem on my machine and not the versions used, or something I missed.


    "zwendt" wrote:
    I'm not able to see the Perf HUD on either the HMD or screen in my own project. (I can see the Perf HUD in Titans.) Hopefully I'm missing something obvious, and these versions are supported.

    Repro steps for Unity 5.1.2f1, DK2 on runtime 0.6.0.1 Edit: in direct mode.

    New project. Player Settings->VR supported. Import OculusUtilities_0_1_0_beta.

    I open and play the OVR/Scenes/Room scene, hit space and see the OVRDebugInfo menu with fps and latency #s.

    I drop OVR/Moonlight/Scripts/Util/OVRDebugGraph onto the OVRPlayerController, hit play, hit start on controller.... and only get the Log line "TOGGLE GRAPH", and see the enum change in the inspector for the Debug Graph script.

    No Perf HUD in HMD or on the screen. Hit space: debug menu is unchanged.

    Troubleshooting:
    Build, then run project. No change.
    Various monitor combinations and mirroring off: no change.