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Inspiring
March 31, 2013

OSX Unity

Does the SDK support development and testing on Unity 4 OSX? If not, will it at some point? There are plenty Unity 4 Mac developers - even many of us that target windows prefer developing on the Mac version, because it's more stable (and have our licenses activated there).
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    22 replies

    New Participant
    April 7, 2013
    "peterept" wrote:
    The problem on Mac right now is that all calls to the DLL fail (since it doesn't exist) so you can't rotate and move around the scene correctly.

    To fix this I have created a "fake" Oculus driver for MacOS, which you can use to test your Unity apps.

    Right now it just fakes the display driver parts as i don't have a Rift yet. That means you can plug-in a Rift to the Mac and see it, but you can't use the Gyro sensor to move your head.

    Instructions:
    - Unzip the plugin and place OculusPlugin.bundle in /Assets/Plugins folder (next to OculusPlugin.dll).
    - When you press START to run your scene, by default it finds no HMD and runs wthout distortion.
    - If you hold down SHIFT key while pressing START it will fake the Rift and you get the distortion (just in case you want to plugin a real Rift to your Mac).

    Hope that helps all us Mac developers for now.



    THANK YOU!
    Up and Coming
    April 9, 2013
    Any idea why everything appears to be flipped horizontally and vertically when I press start? Not testing on a Rift yet. Is it supposed to be like that? (Even without peterept's plugin)
    Viktor: Yes, he was wrong. But just as some things can be right and useless at the same time, can't something be wrong... and priceless?
    Up and Coming
    April 9, 2013
    "Mickman" wrote:
    I've heard that someone has used the Oc through VMware fusion5... but VMware is a lot slower compared to BootCamp.

    I wonder how well the Oc will handle BootCamp ? I run Unity4 pro on my macbook 2012 2.2ghz 16g ram..


    works fine here in both fusion and in bootcamp in the unity editor, some programs have issues with the vmware not seeing the device (mainly tf2 so far) and the speed is 'ok', but it works well enough for me to tinker with things while I'm stuck in osx for other projects.

    main annoyance is switching between bootcamp/fusion of the bootcamp partition breaks the unity licence, but they don't seem to have a problem with me just reactivating every time I reboot heh.

    as for the original question, its in the 'Upcoming Features' box on the primary page, right at the top, so it'll come.
    Dave Buchhofer | Dev @ Matterport
    Up and Coming
    April 10, 2013
    The tuscany demo works just fine on my Macbook Under VMWare and Win 7 Home Prem.

    Haven't gotten beyond that yet.
    Up and Coming
    April 10, 2013
    If the USb is the delay because it requires native support, I think many of us would be happy to have an official Mac integration sans tracking, with tracking to follow later.

    Switching to Win to test IS a pain in the butt.
    New Participant
    April 10, 2013
    "ProfessorK" wrote:
    The tuscany demo works just fine on my Macbook Under VMWare and Win 7 Home Prem.

    Haven't gotten beyond that yet.


    The Tuscany Demo also works fine using Parallels Desktop 7 with a Windows XP VM under OSX 10.8.2. However, none of the other demos work as they all appear to require Vista or better.

    Please release those Mac OSX drivers soon! :)
    Inspiring
    April 10, 2013
    Just hang tight a little longer. OSX support is coming.
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    Participant
    April 10, 2013
    "aking" wrote:

    The Tuscany Demo also works fine using Parallels Desktop 7 with a Windows XP VM under OSX 10.8.2. However, none of the other demos work as they all appear to require Vista or better.


    How did you get that to work? All I get is a blue screen when launching the demo and Parallels doesn't seem to recognize the OR as a display device...
    Up and Coming
    April 18, 2013
    So excited for Unity OSX support!

    I spend all my development time on Mac (where all my other software is, like Unity Pro, Maya, Photoshop, etc...). It's important to note that apparently you have to de-activate your Unity Pro license on Mac, then activate the license on the other Windows machine, which just would make me so nervous I'm not even going to mess with that. If you try to assign the same serial on both machines, it won't let you, despite you not even running them simultaneously.

    I've got the project in Dropbox. I bootcamp into Win7, sync the Dropbox. You can't simply run it out of Dropbox, since Unity imports assets and that affects the files; I've found it misses a lot of changes, even blatant ones like adding new Maya models. So I copy out the latest sync from Dropbox, and set up a fresh project with that every time. There, I add the OVR stuff, switch off the standard character controller, switch on the Oculus player controller and build to test (I prefer using a build instead of fullscreen'ing the gameview panel in Unity).

    So I only test in the Rift after a good chunk of progress was done Mac-side. When I do, it feels like I'm taking an actual trip to survey the day's progress! :P

    It's going to be great being able to do it all the time in one place, especially as I'm finding that the way I make environment design decisions has a lot to do now with the physical presence feel of that environment, such as scale and where the head and neck physically tend to naturally look. It's a totally new influence.

    So happy Oculus is making it a priority to add OSX support for the Unity SDK. Can't wait! :)

    The Oculus team should pester Razor to add Mac support for the Hydra. Then we're golden.
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    Inspiring
    April 25, 2013
    Looks like you guys are good to go in the new SDK update! :)
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