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Up and Coming
October 27, 2014

Regarding the new SDK 0.4.3...

Hi there i am in BIG trouble right now...
Somehow i cannot get the SDK to work properly (and yes i have removed every single file from the old SDK!) it says FormatException : Input string was not in the correct format

and also this:

NullReferenceException : Object reference not set to an instance of an object
OVRCameraRig.ConfigureCamera (OVREye eye) (at Assets/OVR/Scripts/OVRCameraRig.cs:183)

The last one is something i am used to but only with my own code!
Meaning that i can't get a functional solution to work!

The errors in Unity show immediately when i have pushed the Play Button...
Also i am using Unity 5.0.0b9!

I don't get these errors if i don't use the new SDK!
Thanks for any help i can get :)

Edit! I also get this error:

NullReferenceException : Object reference not set to an instance of an object
OVRMainMenu.CheckIfRiftPresent () (at Assets/OVR/Scripts/Util/OVRMainMenu.cs:870)

Again, thanks for any kind of help i can get :)
    This topic has been closed for replies.

    5 replies

    Up and Coming
    October 28, 2014
    Nevermind, i saw Cybereality wrote to some others, that 0.4.3 SDK isn't supported in Unity 5.0 :(
    ASUS Maximus VII Formula Intel core i7 quad core 4790K OC'ed @ 4.4Ghz 32GB DDR3 Ram Nvidia Geforce GTX 980 4GB Windows 10 Pro 64bit GSync Monitor @ 2560x1440, 144Hz ------------------------------------------- DK2 Owner CV1 Preordered.
    Inspiring
    October 29, 2014
    0.4.3 does work with Unity PRO 4.6 and 5.0 betas, but you have to make some changes. See https://developer.oculusvr.com/forums/viewtopic.php?f=37&t=16174#p212781 for details. Unity free support is only in Unity 4.5.5 right now.
    Up and Coming
    October 30, 2014
    @vrdaveb - well i have managed to get it up and running of some sorts... in 0.4.2 i had managed to make my character turn with the camera(s) meaning i could walk in the direction i looked in, this is much more complicated to make it work that way now, since you guys have changed so much in the SDK... if someone knows how to, then i am all ears :P Thanks for your help :)
    ASUS Maximus VII Formula Intel core i7 quad core 4790K OC'ed @ 4.4Ghz 32GB DDR3 Ram Nvidia Geforce GTX 980 4GB Windows 10 Pro 64bit GSync Monitor @ 2560x1440, 144Hz ------------------------------------------- DK2 Owner CV1 Preordered.
    New Participant
    October 31, 2014
    I don't know how but I got it to work by shifting from DX9 from 11 then back to 11 again. Editor crashed, went back and was in dx11 and behold the rift was working now.

    This was done in the 5.0 beta
    Up and Coming
    November 1, 2014
    Ok so i got it semi working now...

    i used this code that Kersk gave another user in here:

    	void Update ()
    {
    OVRPose hmdPose = OVRManager.display.GetHeadPose();
    Quaternion hmdOrientation = hmdPose.orientation;

    this.transform.rotation = hmdOrientation;
    }


    but, the one big problem with this code is that i cannot get the character to turn at full speed so the character is invisible to the player, except if the player is looking down... but it moves so slowly when turning the had so i have tried some possible solutions but they all drowned... and i find that it should be extremely easy but yet i cannot find a full working solution :( anybody got a clue??? Thanks for any kind of help i can get :)

    EDIT! Oh btw, i am using OS X 10.10 Yosemite.

    Also the player character only turn about 90 degrees and the it stops unless i turn the other way... it is really a downer right now :(
    ASUS Maximus VII Formula Intel core i7 quad core 4790K OC'ed @ 4.4Ghz 32GB DDR3 Ram Nvidia Geforce GTX 980 4GB Windows 10 Pro 64bit GSync Monitor @ 2560x1440, 144Hz ------------------------------------------- DK2 Owner CV1 Preordered.